Trade caravan overhaul!
I thought it was weird that vanilla traders will only trade in what their type is, rather than trading in what they would need. Plus, the storyteller will send the same number of caravans with the exact same goods no matter what the world or factions who live there.
No more! Factions have actual supply & demand now, so you may have a reason to maintain relations with specific factions.
Current Features:
Known Issue:
It seems that if you save your game while a caravan is on the map, then reload - it will cause their stock to be mucked up somewhat. I know the problem, just need to find a good way to resolve. It won't hurt anything, but if you save the game and then try to trade with them to get their pile of steel, you may find they won't sell it to you anymore, even though it's on their pack muffalo!
Download from Google Drive:
v0.13.01 - Additional mod support (Apparello, first pass at Hardcore SK compatibility) Less tested than the original release.
Previous release:
v0.13.00 - Original - Seems stable. Works with mods that don't extensively change vanilla core categories.
For installation, just unzip to your Mods folder and then enable it. It has no requirements, but it should probably be loaded near the end of the mod load order.
How to use / how it works:
Build a "Trade Caravan Manager" building from the Misc tab to enable trading. If you don't have a building, caravans will revert to vanilla. Select a pawn and right click the building to open the management window. (It acts like a Comms Console) (I'm not 100% happy with this, but it was a way to keep things non-interfering with any other mods touching Comms Consoles or the Faction tabs. Feedback here is good, because it may be annoying enough to warrant changing.)
Caravans come once per season, per faction. Their first visit will come within 1-2 weeks of when you ask them. After that, they come every 30 days on average. Be aware that at present there is no downside to just asking for caravans from all factions (later I want to balance it such that you need to trade some % of their wares to keep them happy). However, if you get factions hostile to each other arriving at the same time, you may have some troubles!
Overall, caravans don't bring huge amounts of goods. You're not going to get "bulk goods" with 1000+ steel ore, but you're likely to get hundreds from tribals living in mountains.
For goods:
Tribals generally have cheaper prices, and they bring more raw resources, crops, meat, textiles, leathers. They'll pay more for higher tech weapons, and sometimes have slaves for trade.
Outlanders will supply some resources, but usually at higher prices. They'll also have better medicine for trade, as well as bringing you guns, and if they are slavers, they will deal in organs and/or prosthetics! Outlanders have more money overall and have higher prices, but will buy more resources and such from you.
(Spacers are handled, but there are no vanilla spacer factions to trade with - if you have any mods that add non-hostile Spacer tech factions - they should work and will supply Spacer tech gear, and buying & selling resources similarly to Outlanders)
You'll find traders have various prices for different things, depending on their type, what they have, what they want. All factions can bring components, but they bring fairly small amounts if they bring them at all, and they range anywhere from cheap to exorbitant, depending on their type and tech level. Neolithics will *generally* serve cheaper components, and outlanders will often gouge you.
Full compatibility:
Built in support for Combat Realism and Expanded Prosthetics & Organ Engineering. (No separate downloads. If you have either of these, traders will bring their items appropriately).
Basic compatibility:
More Factions Spawn -- This changes # of vanilla spawning factions, and so does my mod. If you use More Factions Spawn, you'll have 6 non-hostile and 6 hostile. My mod will set 8 non-hostile and 4 hostile. So whichever you prefer, it will have little impact.
Hospitality -- Compatible, except scheduled caravans aren't Hospitalitized.
Any mods that add new items and use existing categories, tech levels, etc, should all work as-is. I'll add in support for other mods as time goes. I just need to review them and look at what new categories they add. Some that I've already tried and work fine are cuproPanda's mods (Soda, Pharmacy). Scheduled caravans buy/sell some of the new resources/items, but not all.
Suggested Mods:
Muffalo Packs by A Friend. They're just excellent to see with the trade caravans!
Incompatibilities:
None that I'm aware of. The worst cases I've found are mods that add new categories of items will not have their items on scheduled caravans. Custom traders and caravans in the mod, as well as orbital traders are fine though, so there are no problems.
Any mod that adds new categories will likely not have their items show up on caravans. However, I don't touch orbital traders, nor do I touch non-vanilla caravans. So any mod with new items who adds their own trader types will (hopefully) have no problems.
Update: Mods that recategorize items, especially ones that remove vanilla base categories, or mods that don't follow "standard" vanilla conventions may not work well. It will still be unusual for them to break, but say you have a mod that adds new gear, and they don't bother setting the tech level for any of it, then you'll see it arrive on not-tech-appropriate caravans.
License:
Modpack people are welcome to include this, as I was intending it to be used as a quality-of-life improvement for overall gameplay. (However, I would suggest giving it just a little while, as I may make changes depending on bugs/problems/new things) Just ask me first, in case I'm about to have any major changes.
Future features, assuming anyone uses the mod and it becomes worthwhile to carry on with:
I thought it was weird that vanilla traders will only trade in what their type is, rather than trading in what they would need. Plus, the storyteller will send the same number of caravans with the exact same goods no matter what the world or factions who live there.
No more! Factions have actual supply & demand now, so you may have a reason to maintain relations with specific factions.
Current Features:
- Schedule trade caravans from any non-hostile factions.
- Traders pay more for goods their faction doesn't have.
- More logical supply & demand based on each faction's situation:
- -- Biome and landform based supply - (for example, traders from mountainous colonies generally have more stone & metals)
- -- Tech level based supply & demand - Neolithics bring more raw materials, meat, food, and pay more for high tech weapons.
- Caravan schedules so you know approximately when you can expect a trader.
- Interface to see details of any given faction, showing what their supply & demand is, including quantities and/or prices.
- Many more factions compared to vanilla, so you have more potential trading partners with their own unique imports and exports.
- Probably some other tweaks or adjustments that I can't remember while I write this.
Known Issue:
It seems that if you save your game while a caravan is on the map, then reload - it will cause their stock to be mucked up somewhat. I know the problem, just need to find a good way to resolve. It won't hurt anything, but if you save the game and then try to trade with them to get their pile of steel, you may find they won't sell it to you anymore, even though it's on their pack muffalo!
Download from Google Drive:
v0.13.01 - Additional mod support (Apparello, first pass at Hardcore SK compatibility) Less tested than the original release.
Previous release:
v0.13.00 - Original - Seems stable. Works with mods that don't extensively change vanilla core categories.
For installation, just unzip to your Mods folder and then enable it. It has no requirements, but it should probably be loaded near the end of the mod load order.
How to use / how it works:
Build a "Trade Caravan Manager" building from the Misc tab to enable trading. If you don't have a building, caravans will revert to vanilla. Select a pawn and right click the building to open the management window. (It acts like a Comms Console) (I'm not 100% happy with this, but it was a way to keep things non-interfering with any other mods touching Comms Consoles or the Faction tabs. Feedback here is good, because it may be annoying enough to warrant changing.)
Caravans come once per season, per faction. Their first visit will come within 1-2 weeks of when you ask them. After that, they come every 30 days on average. Be aware that at present there is no downside to just asking for caravans from all factions (later I want to balance it such that you need to trade some % of their wares to keep them happy). However, if you get factions hostile to each other arriving at the same time, you may have some troubles!
Overall, caravans don't bring huge amounts of goods. You're not going to get "bulk goods" with 1000+ steel ore, but you're likely to get hundreds from tribals living in mountains.
For goods:
Tribals generally have cheaper prices, and they bring more raw resources, crops, meat, textiles, leathers. They'll pay more for higher tech weapons, and sometimes have slaves for trade.
Outlanders will supply some resources, but usually at higher prices. They'll also have better medicine for trade, as well as bringing you guns, and if they are slavers, they will deal in organs and/or prosthetics! Outlanders have more money overall and have higher prices, but will buy more resources and such from you.
(Spacers are handled, but there are no vanilla spacer factions to trade with - if you have any mods that add non-hostile Spacer tech factions - they should work and will supply Spacer tech gear, and buying & selling resources similarly to Outlanders)
You'll find traders have various prices for different things, depending on their type, what they have, what they want. All factions can bring components, but they bring fairly small amounts if they bring them at all, and they range anywhere from cheap to exorbitant, depending on their type and tech level. Neolithics will *generally* serve cheaper components, and outlanders will often gouge you.
Full compatibility:
Built in support for Combat Realism and Expanded Prosthetics & Organ Engineering. (No separate downloads. If you have either of these, traders will bring their items appropriately).
Basic compatibility:
More Factions Spawn -- This changes # of vanilla spawning factions, and so does my mod. If you use More Factions Spawn, you'll have 6 non-hostile and 6 hostile. My mod will set 8 non-hostile and 4 hostile. So whichever you prefer, it will have little impact.
Hospitality -- Compatible, except scheduled caravans aren't Hospitalitized.
Any mods that add new items and use existing categories, tech levels, etc, should all work as-is. I'll add in support for other mods as time goes. I just need to review them and look at what new categories they add. Some that I've already tried and work fine are cuproPanda's mods (Soda, Pharmacy). Scheduled caravans buy/sell some of the new resources/items, but not all.
Suggested Mods:
Muffalo Packs by A Friend. They're just excellent to see with the trade caravans!
Incompatibilities:
None that I'm aware of. The worst cases I've found are mods that add new categories of items will not have their items on scheduled caravans. Custom traders and caravans in the mod, as well as orbital traders are fine though, so there are no problems.
Any mod that adds new categories will likely not have their items show up on caravans. However, I don't touch orbital traders, nor do I touch non-vanilla caravans. So any mod with new items who adds their own trader types will (hopefully) have no problems.
Update: Mods that recategorize items, especially ones that remove vanilla base categories, or mods that don't follow "standard" vanilla conventions may not work well. It will still be unusual for them to break, but say you have a mod that adds new gear, and they don't bother setting the tech level for any of it, then you'll see it arrive on not-tech-appropriate caravans.
License:
Modpack people are welcome to include this, as I was intending it to be used as a quality-of-life improvement for overall gameplay. (However, I would suggest giving it just a little while, as I may make changes depending on bugs/problems/new things) Just ask me first, in case I'm about to have any major changes.
Future features, assuming anyone uses the mod and it becomes worthwhile to carry on with:
- Dwarf Fortress style trade request system. Rather than having traders bring a random selection of everything their faction produces, you can request specific goods, and they will request specific goods from you.
- Dynamic trading where factions would change supply & demand depending on events
- Base caravan time and prices on actual distance from your colony on the map
- Allow you to send your own caravans, using tamed colony animals as pack animals with a colonist trader (you'd get better prices)