[1.0] Trading Economy 3.1

Started by WalkingProblem, September 08, 2017, 08:54:18 PM

Previous topic - Next topic

Desert Pone

i love the mod, it makes getting stuff much much easier but would it be possible to add in an "exotic" animals caravan to the agri traders? i really need some elephants to haul all my stone for my highway crafting projects and alpacas are making my colonists crack while waiting.

or maybe a blackmarket trader,  stuff is super expensive (maybe a 3X price multiplier?) but you can find stuff that isen't sold on the regular walkblem table or makes you question just where the hell they found someone who could tame a thrumbo or megaspider (or even where they found the thrumbo or spider and how they captured it)

WalkingProblem

Quote from: SPas on January 31, 2018, 08:17:43 AM
say if i delete trading economy 2.2 and install 2.4 in my current save is it compatible?

Yes, its save compatible.

Quote from: Desert Pone on January 31, 2018, 09:59:48 AM
i love the mod, it makes getting stuff much much easier but would it be possible to add in an "exotic" animals caravan to the agri traders? i really need some elephants to haul all my stone for my highway crafting projects and alpacas are making my colonists crack while waiting.

or maybe a blackmarket trader,  stuff is super expensive (maybe a 3X price multiplier?) but you can find stuff that isen't sold on the regular walkblem table or makes you question just where the hell they found someone who could tame a thrumbo or megaspider (or even where they found the thrumbo or spider and how they captured it)

hmm....

Okay I will think about that... hmmm.....

Mufflamingo

Hello. I started a new game and decided I want a farm. If I go to walkbelm agricultural base, will they sell cows pigs and chickens there? Or should I wait for a caravan?
Bleeeee. . . . .

SunSeeker

Hi man, i'm playing this with hardcore pack and its making my life a lot easier! thanks!

So, I was wondering, what do you think about add diferent kinds of armors, it's kinda strange for a merchant travel in a heavy armor on foot, or maybe make a patch alongside with giddy up and make them mount some really expensive animals (like that annoying kirin or a thrumbo).

In my game, the often ride satyrs or deers, it's kinda strange  ;D

but anyway, its just some fuel for your ideas, thanks again for you incredible mod!

WalkingProblem

Quote from: Mufflamingo on February 04, 2018, 12:33:49 AM
Hello. I started a new game and decided I want a farm. If I go to walkbelm agricultural base, will they sell cows pigs and chickens there? Or should I wait for a caravan?

Yes, they sell all the farm animals and domestic pets! Go to them is faster~

Quote from: SunSeeker on February 04, 2018, 09:44:57 AM
Hi man, i'm playing this with hardcore pack and its making my life a lot easier! thanks!

So, I was wondering, what do you think about add diferent kinds of armors, it's kinda strange for a merchant travel in a heavy armor on foot, or maybe make a patch alongside with giddy up and make them mount some really expensive animals (like that annoying kirin or a thrumbo).

In my game, the often ride satyrs or deers, it's kinda strange  ;D

but anyway, its just some fuel for your ideas, thanks again for you incredible mod!

I not sure how they decide which animal to ride... but the escorts are mercenaries... Walkblem Corporation do not like to spend too much on those dispensable fools partners....

Mufflamingo

Yes. I got tired of waiting of a caravan so I decided to travel to the nearest base and boy lots of animals were being sold. Thanks for this mod really, I dont need to hope and pray for a cow in a nearby settlement faction.

Also, I noticed the name of the corporation WALKing proBLEM. Cool name.  ;D
Bleeeee. . . . .

thorpey949


Harry_Dicks

You can, but you'll need to edit your save or use the mod "Faction Discovery" to be able to trade with the new traders, since they are all their own factions.

WalkingProblem

Quote from: Mufflamingo on February 08, 2018, 01:55:25 PM
Yes. I got tired of waiting of a caravan so I decided to travel to the nearest base and boy lots of animals were being sold. Thanks for this mod really, I dont need to hope and pray for a cow in a nearby settlement faction.

Also, I noticed the name of the corporation WALKing proBLEM. Cool name.  ;D

Heehee - well spotted.

Yeah, usually its much more worth it to visit the corporation themselves than asking them to come. But getting the muffalos in early game to carry your stuff to sell is near impossible, since muffalos are hard to come by in early game~ 

Quote from: thorpey949 on February 08, 2018, 07:01:10 PM
Can I install this mod in an ongoing game?

Yes, with Faction Discovery mod~

thorpey949


Exende

I haven't played in weeks but when I booted up the game this message in my logs:

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

WalkingProblem

Quote from: Exende on February 10, 2018, 10:42:11 PM
I haven't played in weeks but when I booted up the game this message in my logs:

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Typically something like that wont break the game. But loading this last may help.

Basically what it says is that, the attempt to make AIPersonaCore tradeable is failed. Not too sure why this happen. It could be a case where another mod also did the same "removal" of the code that is limiting the AIPersonaCore from being tradeable

Harry_Dicks

I was thinking of what mods change that item. I think Sparkling Worlds does. Can you post your modlist or HugsLib report, Exende?

WalkingProblem

Quote from: Harry_Dicks on February 11, 2018, 11:53:17 AM
I was thinking of what mods change that item. I think Sparkling Worlds does. Can you post your modlist or HugsLib report, Exende?

Typically its not a problem. If the patching fail, it just means another mod had already done the same thing.

So the game will just run normally without problems. =}

Epson

Question: If I wanted to tweak the mod so that I can only receive trade caravan from Walkblem if I contact them through the comms console how would I do this?

I love the mod so far. My two problems are that they are always the visiting caravan because of the 4 factions, which breaks the immersion of rag-tag trading caravan for me and I'd also like to add a little bit to the difficulty by forcing me to pay silver for what I need.

Also a quick suggestion: if possible you should jack the price of the technology goods significantly. 1800 silver for the resurrector is just so cheap :P.