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Author Topic: [1.3] [KV] Trading Spot [ModSync RW]  (Read 72926 times)

TryB4Buy

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Re: [B18] [KV] Trading Spot [ModSync]
« Reply #30 on: April 30, 2018, 12:32:23 PM »

Thanks. I was aware of mods that up research times. I'm fine with vanilla lengths. I just want to avoid vanilla methods of pooling research (which I've been doing out of self-restraint).

No pressure, but I'm sure others could find a use for a generalized mod that allowed building number limitations on whatever building name was inputed into a def (like only a certain number of fusion cores or turrets or whatever)
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Kiame

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Re: [B18] [KV] Trading Spot [ModSync]
« Reply #31 on: June 27, 2018, 06:54:16 PM »

« Last Edit: June 27, 2018, 06:56:23 PM by Kiame »
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Proxyer

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #32 on: June 30, 2018, 03:13:20 AM »

Hello, author.
Is cheers for good work. I updated the Japanese translation for 1.0 and sent a pull request from GitHub. Please confirm and merge.
Thank you.
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #33 on: June 30, 2018, 08:57:46 AM »

Thank you Proxyer
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #34 on: July 05, 2018, 02:38:53 AM »

[1.0] Update: Added Korean translation. Thanks Fodnjs0811!
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Orange_Mushroom

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #35 on: July 06, 2018, 10:20:50 PM »

https://github.com/KiameV/rimworld-tradingspot/pulls

Hi, Kiame
I upload  Korean translation two days ago.
but, that is COMPLETELY wrong files. so, i'm fix that and pull request again.
sorry my misstake. :'( please check it and merge.
Thank you.
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #36 on: July 07, 2018, 03:38:19 AM »

Ha np Orange_Mushroom. I'll get that in
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #37 on: July 16, 2018, 12:15:21 AM »

1.0 Update:
Fixed to work with the latest unstable version
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Father

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #38 on: July 16, 2018, 05:41:19 AM »

By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #39 on: July 16, 2018, 12:19:44 PM »

By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p

hmm.... never seen the animals wander off before. Not sure what would cause that to happen
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Kiame

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Kiame

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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #42 on: October 23, 2018, 06:54:53 PM »

Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
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Ruisuki

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #43 on: October 23, 2018, 08:11:10 PM »

Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
hmmmm can this be toggled off? I always place my visitors indoors inside guest houses, while traders are usually outside the main gates. I rather not have them both in the same place.
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Kiame

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Re: [1.0] [KV] Trading Spot [ModSync RW]
« Reply #44 on: October 23, 2018, 09:16:55 PM »

If you're using hospitality the visitors will not be effected. I can look into making this a mod setting though
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