[1.3] [KV] Trading Spot [ModSync RW]

Started by Kiame, June 16, 2017, 11:23:10 PM

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nmid

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

Kiame


Kagea

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 ;)
Quote from: Angelix on October 24, 2017, 06:57:13 AM
Can you include "visitors" to spot?

Canute

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

Pull request with Russian translation is added.

Kiame

Update:
-Added Russian translation. Thanks Arex!

Kagea

Quote from: Canute 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.

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

dkurage

For some reason I can only place this on water.

BlackSmokeDMax

Quote from: dkurage on January 17, 2018, 07:31:59 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

Quote from: dkurage on January 17, 2018, 07:31:59 AM
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

dkurage

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

Ruisuki

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?

TryB4Buy

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.

Kiame

#29
@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


    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;
                    }
                }
            }
        }