Ludeon Forums

Ludeon Forums

  • August 11, 2022, 12:35:23 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: [1.3] [KV] Trading Spot [ModSync RW]  (Read 72925 times)

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [A17] Trading Spot
« Reply #15 on: October 25, 2017, 03:24:20 AM »

Logged

nmid

  • Colonist
  • ***
  • Posts: 535
  • Refugee
    • View Profile
Re: [A18] Trading Spot
« Reply #16 on: October 25, 2017, 03:32:14 AM »

Thanks. I'll see if I downloaded the wrong version earlier.
Logged
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #17 on: December 03, 2017, 08:10:17 PM »

Adding ModSync.ninja support
Logged

Kagea

  • Muffalo
  • *
  • Posts: 19
  • Globetrotter
    • View Profile
Re: [A17] Trading Spot
« Reply #18 on: December 21, 2017, 08:37:26 AM »

First of all thank you for this much needed mod!
Secondly I would like to support Angelix request if it's something you could make possible or a second spot for the visitors maybe that would be awesome because they still sadly seem to admire my turrets to much ;)
Can you include "visitors" to spot?
Logged

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #19 on: December 21, 2017, 09:33:41 AM »

For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.

Arex

  • Muffalo
  • *
  • Posts: 10
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #20 on: December 28, 2017, 05:19:59 AM »

Pull request with Russian translation is added.
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #21 on: December 29, 2017, 03:15:11 AM »

Update:
-Added Russian translation. Thanks Arex!
Logged

Kagea

  • Muffalo
  • *
  • Posts: 19
  • Globetrotter
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #22 on: December 29, 2017, 05:47:57 PM »

For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.

Thank you! Totally overlooked that mod works like a charm :)
Logged

dkurage

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #23 on: January 17, 2018, 07:31:59 AM »

For some reason I can only place this on water.
Logged

BlackSmokeDMax

  • Planetologist
  • ****
  • Posts: 1733
  • Don't Have To Live Like A...
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #24 on: January 17, 2018, 09:10:46 AM »

For some reason I can only place this on water.

Wonder if you are having the same or similar issue as person in this thread:

https://ludeon.com/forums/index.php?topic=38239.0

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #25 on: January 17, 2018, 12:38:42 PM »

For some reason I can only place this on water.

i remember there's sometimes issues with bridge mods and other mods that deal with water/rivers. try moving this mod higher in the load order
Logged

dkurage

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #26 on: January 19, 2018, 01:41:16 AM »

I moved it above all my water-related mods and it seems to be working fine now, thank you.
Logged

Ruisuki

  • Planetologist
  • ****
  • Posts: 1009
  • Anti?
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #27 on: February 12, 2018, 12:12:05 AM »

On the point of potential abuse. Would it be possible to make it so the game tracks if a trader died by someone thats not an AI? If so, triggers an attack on your base by league of traders or smth?
Logged

TryB4Buy

  • Drifter
  • **
  • Posts: 89
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #28 on: April 25, 2018, 03:04:14 PM »

Kiame, could I request a similar mod?

This mod prevents multiple trading spots by checking if another one is made and then destroying the first one. Could a similar mod be made that destroys a research bench when another one is created? I am hoping for a difficulty mod that makes it so you can't spam half a dozen researchers and reach late game too quickly. So far I've just excersized self-control, but a codified mod for it would be great.
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [B18] [KV] Trading Spot [ModSync]
« Reply #29 on: April 25, 2018, 03:12:18 PM »

@TryB4Buy
I do have a mod that allows the user to change how long research takes - https://ludeon.com/forums/index.php?topic=32854

If you're curious, here's the code that checks if a Trading spot is already made

Code: [Select]
    public class TradingSpot : Building
    {
        public TradingSpot()
        {
            if (Find.VisibleMap != null)
            {
                foreach (Building b in Find.VisibleMap.listerBuildings.allBuildingsColonist)
                {
                    if (b.def.defName.Equals("TradingSpot"))
                    {
                        b.Destroy(DestroyMode.Vanish);
                        Messages.Message("TradingSpot.AlreadyOnMap".Translate(), MessageTypeDefOf.NegativeEvent);
                        break;
                    }
                }
            }
        }
« Last Edit: April 30, 2018, 02:35:46 PM by Kiame »
Logged
Pages: 1 [2] 3 4