Quote from: DariusWolfe on January 03, 2017, 04:41:52 PMQuote from: schizmo on January 03, 2017, 04:32:05 PMThe whole instant dropping/vanishing of potentially hundreds of items never quite sat well with me.
Wait, what?
Unless I'm not understanding what you're talking about, you already have to haul all of the purchased items/silver back to your stockpiles. This is the primary utility of the Trader Spot mod for me; I've never had to deal with traders congregating in killboxes, because I don't make killboxes. I just hate having to haul everything from whatever stupid place the game decided to make the traders congregate back to my stockpiles, especially when the items I purchased are perishable. I use Trader Spot to tell them to congregate near my roofed stockpile and front door, so I can more easily haul my purchases back.
Plus, it sort of helps keep them out of my crops and food; Not entirely though, as they sometimes take some really, really cockamamie routes to my trade spot, like going around to my back door and tracking through my whole base to the Trader Spot in the front.
When you trade with anyone, the items and silver you are selling disappear immediately. That's the part that I was referring to when I said it didn't sit well with me.
With a trading spot, both parties should have to haul their respected items to the trade spot and then exchange them. Since the trade spot will likely be close to a player stockpile (or at centrally located at the very least) the colonists won't have to travel far, but the caravan rep will have to travel back to the caravan to grab their share of items and silver to haul into the colony. Effectively the trade spot is a neutral ground for both parties to bring their items, rather than instantly teleporting player items away and dropping caravan items outside of town.
I suppose you could just dump the spot inside of your stockpile but that seems kinda clumsy to just let a caravan rep wander in your warehouse.
Basically my thoughts for fixing the exploit are to slow the process down and blend the current vanilla caravan mechanics with the concept of a trade spot at the same time, the bulk of the caravan stays outside to prevent abuse, but the one trader you interact with (the one with the question mark) comes into the colony and waits for you at the trading spot. So if a player does try to exploit the spot, at best they will get 1 free kill.