World of Banished

MODS Garage => Mod Talk => Topic started by: JamieIdle on October 13, 2014, 05:45:30 PM

Title: MOD: Trading Revamp
Post by: JamieIdle on October 13, 2014, 05:45:30 PM
The beta of my Trade Mod ready for testing thanks to much help from Red Ketchup debugging and compiling the mod. Sadly my Win 8 machine doesn't seem to like compiling mods -.- Screenshots included in the zip so you know what changed.

-Acts as a boat fix, tested with 40 mods including most popular mods
-Makes seed and livestock merchants carry food
-Keeps the default number of merchant types to 5
-Not compatible with other trade or boat fixes
-Changes the prices of nuts, eggs, meat, clothing, alcohol, and tools making them more valuable trade goods
-Reduced the price of firewood as a balance aid
-See screenshots in the zip for full changes
Title: Re: MOD: Trading Revamp
Post by: Pangaea on October 14, 2014, 02:20:41 AM
QuoteOne problem is of course you can only buy 9,999 of each item at a time. I am trying to locate where this is controlled, but not much luck.

That's only valid if you auto-buy. Do it manually, and you can buy everything he brings. I often see for example 40,000 of fruits, because that is what I have ordered, which can be e.g. 18,000 apples, 12,000 peaches, and 10,000 plums. With enough ale or other "currency" in the trading post, it's not a problem to buy the whole lot.

Cheers for clearing up the itemcount, though. So it looks like the 40,000 limit I have noticed in-game is only for the General Good Merchant, while the limit is 30,000 for the Food Merchant. I thought they wouldn't always bring the full load, as I've often seen food merchants with 30,000 fruits, but this explains it :)
Title: Re: MOD: Trading Revamp
Post by: Pangaea on October 14, 2014, 02:43:26 AM
What is the difference between want and buy?
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 15, 2014, 08:11:45 PM
I like the way you have it divided up. It all makes good sense. I will think about what each one would not "want".
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 15, 2014, 09:11:02 PM
but if there is no more general good merchant selling stone/iron/wood and accepting food for stone/iron/wood.... will have no choice to ask the raw material one to accept food. :P
Title: Re: MOD: Trading Revamp
Post by: Pangaea on October 15, 2014, 10:02:24 PM
I like how you have divided up what they sell. Farm, orchard and livestock will sell food too, which means they won't be utterly useless (and despised) once you have all the livestock and seeds. I'm a little more concerned about what they will accept. Could be I misunderstand your picture above, but does this mean that Ale (and firewood) can now not be accepted by all merchants?

edit: Spelling errors can be fun sometimes. I wonder what wood clothing feels like ;D Is it a barrel?
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 18, 2014, 01:33:49 AM
check the very first line of code of your package.rsc
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 19, 2014, 05:09:52 AM
Complete and ready for testing.
http://banishedinfo.com/mods/view/637-Jamie-s-Trading-Revamp
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 19, 2014, 05:35:06 AM
Great job Jamie ! Thanks you !
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 06:18:42 AM
I am very excited about your trade mod, it is exactly what I have been wanting. However, it has conflicts with Jamie's Monastery, Elf's Small Vendor, Extra Exile the Butch version (which I can manage to live without) and Veg/Protein Beans (which is not a deal breaker). I would be most sad if I had to give up first two mods. I suspect it has to do with changing the trade values. Perhaps do two versions, one without changed trade values if this is the case?
Title: Re: MOD: Trading Revamp
Post by: salamander on October 19, 2014, 06:36:51 AM
Quote from: Bobbi on October 19, 2014, 06:18:42 AM
... and Veg/Protein Beans (which is not a deal breaker).

Ahh ... I'm wounded.  ;)

More on topic, I've been following this thread with interest.  Nice work, @JamieIdle.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 19, 2014, 06:41:13 AM
can you say what exactly is in conflict about monastery and elf markets ?
Title: Re: MOD: Trading Revamp
Post by: rkelly17 on October 19, 2014, 06:54:38 AM
Quote from: RedKetchup on October 19, 2014, 06:41:13 AM
can you say what exactly is in conflict about monastery and elf markets ?

For me in the original of the monastery it was the barrels, but in the latest version you seem to have fixed that--the game does not report conflicts between the two any more.

By the way, I use Elf's collection, not the individual general store.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 19, 2014, 08:05:11 AM
but the barrels arent in this trade mod.... sorry i dont follow the progression of monastery and elf markets.... and this trademod :P
maybe i m tired and should go to bed ^^
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 10:11:46 AM
Apparently the conflicts with Elf's Vendor buildings and the Monastery involve barrels, so probable can still use, but which would I load first? The Extra Exile Butch version conflict is with chicken. The Bean/Veg conflict is probable not going to be possible to load, conflict is template\RawMaterialBean_rawmaterial.crs. What is changed in the new version?
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 19, 2014, 10:19:53 AM
Quote from: Bobbi on October 19, 2014, 06:18:42 AM
I am very excited about your trade mod, it is exactly what I have been wanting. However, it has conflicts with Jamie's Monastery, Elf's Small Vendor, Extra Exile the Butch version (which I can manage to live without) and Veg/Protein Beans (which is not a deal breaker). I would be most sad if I had to give up first two mods. I suspect it has to do with changing the trade values. Perhaps do two versions, one without changed trade values if this is the case?

I use this mod (the first version) with a lot of other mods. Just built a monastery (finally had enough stone) - no conflict. ???

This extra Exile, I havn´t tried that, what does it make?

The beans I can understand the conflict; in this trademod, beans are also proteins.
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 10:22:56 AM
Xtra Exile the Butch version adds a slaughterhouse and pigs. Not entirely sure how fond I am of it, the slaughterhouse is liberally decorated with blood splotches. I think I am going to leave it out of my next creation.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 19, 2014, 11:19:56 AM
between elf and monastery barrels conflict should be fixed in the final version. do you have the final one ? v 1.0 (not the alpha)
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 19, 2014, 11:32:11 AM
There should be no conflict with Elf's Small Vendor's. There are no conflicts with Jamie's Monastery. There will be conflicts with the Extra Exile mod because it changes the value of firewood. It is possible to cut out the resource price changes for a Trading Revamp lite version. However, the only conflicts will be with mods that change the resources listed on the download site or other trading mods. http://banishedinfo.com/mods/view/637-Jamie-s-Trading-Revamp

The resource price changes were to add more variety to trading and reduce dependence on firewood as a primary trade good. 
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 11:51:36 AM
Using version 1.3. The mod I am using of Xtra Exile is not the version that changes a bunch of things I don't want to change, it is the "Butch" version with ONLY the slaughterhouse and pigs. The file that conflicts is a chicken template issue. No worries, I will ditch that mod. As long as the barrels are not an actual problem, I should be able to use this mod. I need it more than the veg/protein bean mod.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 19, 2014, 12:16:34 PM
Quote from: Bobbi on October 19, 2014, 11:51:36 AM
Using version 1.3. The mod I am using of Xtra Exile is not the version that changes a bunch of things I don't want to change, it is the "Butch" version with ONLY the slaughterhouse and pigs. The file that conflicts is a chicken template issue. No worries, I will ditch that mod. As long as the barrels are not an actual problem, I should be able to use this mod. I need it more than the veg/protein bean mod.

^.^ Beans are vegetables and protein in my mod. I added it for those with vegan aspirations, but I guess I left that out of my notes.
Title: Re: MOD: Trading Revamp
Post by: salamander on October 19, 2014, 12:24:25 PM
I'm not really clear, being new to the modding scene, why my bean nutrition mod would be conflicting with this one.  The only thing that was changed in mine was the Template\RawMaterialBean.rsc file.  Any advice as to how to avoid these types of conflicts would be appreciated (I know some conflicts are inevitable with the way the mod kit works).
Title: Re: MOD: Trading Revamp
Post by: Pangaea on October 19, 2014, 12:30:36 PM
If there are changes to different parts of the file, then I *think* one can work around it by more specific references. For example, if you only change the type (Vegetable), this is in the rawmaterial section of the file, which can be referred to as RawMaterialBean.rsc:rawmaterial (instead of just the filename).
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 01:10:56 PM
SO. If your mod changes beans to both veg and protein, I would not need @salamander's mod to achieve the same thing?  :)
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 19, 2014, 01:17:26 PM
Quote from: Bobbi on October 19, 2014, 01:10:56 PM
SO. If your mod changes beans to both veg and protein, I would not need @salamander's mod to achieve the same thing?  :)

No, this does the same thing as that. The livestock merchant is essentially a protein merchant. It makes beans, nuts, and meat more valuable trade items.
Title: Re: MOD: Trading Revamp
Post by: Bobbi on October 19, 2014, 03:48:50 PM
Yippee!  ;)
Title: Re: MOD: Trading Revamp
Post by: salamander on October 20, 2014, 05:10:13 PM
Quote from: JamieIdle on October 19, 2014, 12:16:34 PM
^.^ Beans are vegetables and protein in my mod. I added it for those with vegan aspirations, but I guess I left that out of my notes.

I missed this, so the conflict suddenly makes sense.  I was more interested in trying to get a better handle on the modding thing, rather than in any sort of territoriality over mods.  @JamieIdle, your trade modifications are a really nice addition to the game.

Quote from: Pangaea on October 19, 2014, 12:30:36 PM
If there are changes to different parts of the file, then I *think* one can work around it by more specific references. For example, if you only change the type (Vegetable), this is in the rawmaterial section of the file, which can be referred to as RawMaterialBean.rsc:rawmaterial (instead of just the filename).

In this case, though, I'm pretty sure @JamieIdle and I made changes to the same section of the file to make beans count nutritionally as both vegetables and protein, rather than different sections of the same .rsc file.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 21, 2014, 01:43:41 AM
After releasing the first version, testing, and getting feedback there appears to be some obvious flaws. Also I don't appear to have ever clearly stated my goals for the mod.

Goals
1. Provide an alternative to current boat fix/trade mods
2. Ensure that all trade boats are useful throughout the game
3. Increase the variety of profitable trade goods
4. Reduce reliance on Ale and Firewood as the primary trade goods
5. Create a mod ideally suited for those that like to build trade based economies

Problems With v1
@Nilla made some good comments on the problems with the first version please read her blog where she tested it! http://worldofbanished.com/index.php?topic=584.0

So I am working on v2.0 now. Recommendations, questions, suggestions, and requests welcome!
Title: Re: MOD: Trading Revamp
Post by: assobanana76 on October 21, 2014, 01:58:41 AM
Quote from: JamieIdle on October 13, 2014, 05:45:30 PM
The beta of my Trade Mod ready for testing thanks to much help from Red Ketchup debugging and compiling the mod. Sadly my Win 8 machine doesn't seem to like compiling mods -.- Screenshots included in the zip so you know what changed.

-Acts as a boat fix, tested with 40 mods including most popular mods
-Makes seed and livestock merchants carry food
-Keeps the default number of merchant types to 5
-Not compatible with other trade or boat fixes
-Changes the prices of nuts, eggs, meat, clothing, alcohol, and tools making them more valuable trade goods
-Reduced the price of firewood as a balance aid
-See screenshots in the zip for full changes
and what about e.g. woven tunic?
it will crash the game upon arrival of the merchant?
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 21, 2014, 02:58:50 AM
Quote from: JamieIdle on October 21, 2014, 01:43:41 AM
After releasing the first version, testing, and getting feedback there appears to be some obvious flaws. Also I don't appear to have ever clearly stated my goals for the mod.

Goals
1. Provide an alternative to current boat fix/trade mods
2. Ensure that all trade boats are useful throughout the game
3. Increase the variety of profitable trade goods
4. Reduce reliance on Ale and Firewood as the primary trade goods
5. Create a mod ideally suited for those that like to build trade based economies


Your first attempt reached most of these goals. You are on a good way.

I´ll be happy to test your new version.

And @assobanana76 , no worries, I had that Town and Textile mod activated in my test. The tradesmen brought woven tunics and cloths from the start and I played 28 years before the crashes started.
Title: Re: MOD: Trading Revamp
Post by: assobanana76 on October 21, 2014, 03:10:04 AM
Quote from: Nilla on October 21, 2014, 02:58:50 AM
Quote from: JamieIdle on October 21, 2014, 01:43:41 AM
After releasing the first version, testing, and getting feedback there appears to be some obvious flaws. Also I don't appear to have ever clearly stated my goals for the mod.

Goals
1. Provide an alternative to current boat fix/trade mods
2. Ensure that all trade boats are useful throughout the game
3. Increase the variety of profitable trade goods
4. Reduce reliance on Ale and Firewood as the primary trade goods
5. Create a mod ideally suited for those that like to build trade based economies


Your first attempt reached most of these goals. You are on a good way.

I´ll be happy to test your new version.

And @assobanana76 , no worries, I had that Town and Textile mod activated in my test. The tradesmen brought woven tunics and cloths from the start and I played 28 years before the crashes started.
after 28 years the game crash?
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 21, 2014, 03:44:27 AM
Quote from: assobanana76 on October 21, 2014, 03:10:04 AM

after 28 years the game crash?

My own fault, loaded the new version of the mod on the existing game, went well for a while but than........ crash.......crash..... crash...... gameover
Title: Re: MOD: Trading Revamp
Post by: assobanana76 on October 21, 2014, 04:01:39 AM
Quote from: Nilla on October 21, 2014, 03:44:27 AM
Quote from: assobanana76 on October 21, 2014, 03:10:04 AM

after 28 years the game crash?

My own fault, loaded the new version of the mod on the existing game, went well for a while but than........ crash.......crash..... crash...... gameover
ah. ok. so no crash with the newest version on new game!
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 21, 2014, 05:27:23 AM
Nope, but wait a while. He is about to make a new version. Suppose he will publish it soon.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 21, 2014, 05:59:08 AM
@Nilla @assobanana76 here is the new version v2 Beta. The zip contains screenshots of the new prices and trade metrics. Please note most of the food price changes were removed or adjusted.
Title: Re: MOD: Trading Revamp
Post by: assobanana76 on October 22, 2014, 02:17:10 AM
Quote from: JamieIdle on October 21, 2014, 05:59:08 AM
@Nilla @assobanana76 here is the new version v2 Beta. The zip contains screenshots of the new prices and trade metrics. Please note most of the food price changes were removed or adjusted.
it's the same of banishedinfo?
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 22, 2014, 07:26:23 AM
@kralyerg did you find away to change the rate specific merchants come in the big Trade fix mod you worked on or only All merchants?
Title: Re: MOD: Trading Revamp
Post by: Denis de la Rive on October 23, 2014, 11:28:32 AM
Quote from: JamieIdle on October 21, 2014, 05:59:08 AM
@Nilla @assobanana76 here is the new version v2 Beta. The zip contains screenshots of the new prices and trade metrics. Please note most of the food price changes were removed or adjusted.

I like the original version, it is the best trading I have had, feels like each type of trader is a different person, far less generic than in vanilla, and the mix of traders and their frequency are game enhancing, thank you. :)
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 24, 2014, 04:21:01 AM
I wrote a bit more about testing this mod

Take a look if you want to http://worldofbanished.com/index.php?topic=584.msg9760#msg9760
Title: Re: MOD: Trading Revamp
Post by: Denis de la Rive on October 24, 2014, 01:33:00 PM
Quote from: Nilla on October 24, 2014, 04:21:01 AM
I wrote a bit more about testing this mod

Take a look if you want to http://worldofbanished.com/index.php?topic=584.msg9760#msg9760


Yes I went to read your review, it is comprehensive, thank you.   :)  My experience is with a, so far, smaller town, 27 years with around 400, and the major difference is I have only two TP. I am also restricting my game by not mining or quarrying, or building more than one greenhouse. Since I use most of the non cheat mods,(including all of Red's), I have a lot to trade for, and many goods to export, so far I don't feel the need to expand the number of TP, that is a change form other towns where I have needed more like 6, or the super-trading settlement built by my in house Banished addict: Tariel, 12 or more!

Honestly what turned me off from version 2, was the change in the value of fish from 2 to 3, with only a few fishing docks, no more than 2 here, I get so much fish, (upwards of 15000, even with a lot of trading it),  that a value of 3 would unbalance the game, with books at 400, seedlings at 8, town garb at 25, mead, cheese, wine, seed oil, rope, cloth and others ranging from 3 to 35 there is so much to work with. But then you also need to buy more, including seeds, (don't use lots of seeds) but still, it can take time. What I also like is that you can start trading earlier, like around year 6, and can get much more, more quickly. When I play at hard again this will really help to get seeds and animals.
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 24, 2014, 02:51:38 PM
Quote from: Denis de la Rive on October 24, 2014, 01:33:00 PM
Quote from: Nilla on October 24, 2014, 04:21:01 AM
I wrote a bit more about testing this mod

Take a look if you want to http://worldofbanished.com/index.php?topic=584.msg9760#msg9760



Honestly what turned me off from version 2, was the change in the value of fish from 2 to 3, with only a few fishing docks, no more than 2 here, I get so much fish, (upwards of 15000, even with a lot of trading it),  that a value of 3 would unbalance the game, with books at 400, seedlings at 8, town garb at 25, mead, cheese, wine, seed oil, rope, cloth and others ranging from 3 to 35 there is so much to work with. But then you also need to buy more, including seeds, (don't use lots of seeds) but still, it can take time. What I also like is that you can start trading earlier, like around year 6, and can get much more, more quickly. When I play at hard again this will really help to get seeds and animals.

I agree with you about fish, but in fact, I really don't care much. I had 1 or 2 fishingdocks in that first game (not fully occupied). In this second game, I started tonight, I have one and will probably not build anymore. So fish has no big importance. Another thing that I don´t like in this mod is that beans  are considered vegetables and protein. To me it looks like green vegetable-beens, but I could also live with beans as protein, but I don´t like both.

I do not have so many mods, as you have but I have some as well. So there are several possibilities. I like that it is a bit different as usual-
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 24, 2014, 04:30:32 PM
@Nilla and @Denis de la Rive this mod is technically a WIP as I am constantly refining it. To that end I am making it modular so that people can pick and choose. For example I have three versions ready that effect only the Merchants and Frequency of Trade Boats plus my True Trade Fix.

Currently there are Merchants And Traders Fix, Merchants And Traders Fix Slower, and Merchants And Traders Fix Faster. The price changes will be separate mod files that don't require the the other files to work.

Title: Re: MOD: Trading Revamp
Post by: salamander on October 24, 2014, 04:36:15 PM
Quote from: JamieIdle on October 24, 2014, 04:30:32 PM
... To that end I am making it modular so that people can pick and choose. For example I have three versions ready that effect only the Merchants and Frequency of Trade Boats plus my True Trade Fix.

Currently there are Merchants And Traders Fix, Merchants And Traders Fix Slower, and Merchants And Traders Fix Faster. The price changes will be separate mod files that don't require the the other files to work.
From my own point of view, this is the way to make new mods, especially if they make changes that don't all fit to a common theme.  Although it might be more work for the mod developer to split a project into separate mods, from the user's point of view, splitting it seems more flexible.
Title: Re: MOD: Trading Revamp
Post by: Denis de la Rive on October 24, 2014, 06:41:47 PM
Quote from: JamieIdle on October 24, 2014, 04:30:32 PM
@Nilla and @Denis de la Rive this mod is technically a WIP as I am constantly refining it. To that end I am making it modular so that people can pick and choose. For example I have three versions ready that effect only the Merchants and Frequency of Trade Boats plus my True Trade Fix.

Currently there are Merchants And Traders Fix, Merchants And Traders Fix Slower, and Merchants And Traders Fix Faster. The price changes will be separate mod files that don't require the the other files to work.



I know that it is, and having several version will make this a must have mod, as for the price changes, I still think you got it right the first time, and I really like that they change from one trader to the next. And like I wrote it works well with most of the new goods from many mods. Thanks for your good work.

Quote from: Nilla on October 24, 2014, 02:51:38 PM

I agree with you about fish, but in fact, I really don't care much. I had 1 or 2 fishingdocks in that first game (not fully occupied). In this second game, I started tonight, I have one and will probably not build anymore. So fish has no big importance. Another thing that I don´t like in this mod is that beans  are considered vegetables and protein. To me it looks like green vegetable-beens, but I could also live with beans as protein, but I don´t like both.

I do not have so many mods, as you have but I have some as well. So there are several possibilities. I like that it is a bit different as usual-

Since we are discussing these choices to improve the mod, all ideas are acceptable. Fish is important when you start without seeds and animals, the fact it produces all year round like gathers and hunters can get you started more easily, some players I know can get 3000 fish a year from only one dock. Since it can be produced so easily in large numbers, just like beans, where I can get 700-800 a year form one farmer on one field, maybe the best is to keep the value low at 1. For similar reasons beef and venison could be kept at a value of 3. Balancing the value of the product with the the ease of production should be an important consideration.

As for mods, if you want I can PM you my list, and why I use them.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 24, 2014, 07:26:53 PM
How about the idea of increasing the premium paid to the merchant for ordered goods in the "increase difficulty" version? Is that possible?

Increasing the premium to 50% from 25% would result in logs costing 3, vegetables grains and fruit costing 2, iron and coal costing 7, stone costing 10, etc. I'd be interested in trying this.

Another trade mod that would interest me would be to delay the schedule by which quantities brought in boats increase with increases in pop. Out of the box, I believe the quantities are at 33% of maximum up to pop 75, 66% of maximum from there to pop 150, and at maximum above that. Moving the increase points to 150/300 or even 250/500 would add difficulty.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 24, 2014, 07:57:40 PM
Quote from: irrelevant on October 24, 2014, 07:26:53 PM
How about the idea of increasing the premium paid to the merchant for ordered goods in the "increase difficulty" version? Is that possible?

Increasing the premium to 50% from 25% would result in logs costing 3, vegetables grains and fruit costing 2, iron and coal costing 7, stone costing 10, etc. I'd be interested in trying this.

Another trade mod that would interest me would be to delay the schedule by which quantities brought in boats increase with increases in pop. Out of the box, I believe the quantities are at 33% of maximum up to pop 75, 66% of maximum from there to pop 150, and at maximum above that. Moving the increase points to 150/300 or even 250/500 would add difficulty.

The markeup for orders is hardcoded as far as I can tell.

The Faster and Slower version change the number of months between boat visits, but leaves the spacing alone currently.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 24, 2014, 09:24:47 PM
Yeah, unmodded he brings 30,000 apples, and I am at pop 161? That is freaking ridiculous. Should be more like 3000 at this stage. And look at the stockpiles.

Yes I know, I don't have to buy it all.  >:(
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 25, 2014, 02:20:29 PM
Quote from: irrelevant on October 24, 2014, 09:24:47 PM
Yeah, he brings 30,000 apples, and I am at pop 161? That is freaking ridiculous. Should be more like 3000 at this stage. And look at the stockpiles.

Yes I know, I don't have to buy it all.  >:(

LOL Hence why I and working on updates. Everyone a different idea of what they want. Problem is trying to getting others to specify what they want isn't easy so I play guess work with the numbers. I miss old style chat rooms.
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 25, 2014, 02:44:34 PM
If I want to really test something, I need time to test it.

It is easy to get some early impressions, to say what you like and don't like, by the first and second look. It may also be easy to find some obvious mistakes.

It is one way to go ; the way @irrelevant suggests, making the trade less important. But was is the big differens of that suggestion from the opportunity, there was all the time; to build few (or no) trading port?

Another way to go, is the way you try in the version of your mod, that I am trying out now @JamieIdle ; Making trade easier in that way, that you offer all goods there is to offer, in an amount that might be called ridiculous, but where you every time must make the decision, how much you want to buy. Where you don't have to buy everything, to be sure that it is enough, until the next tradesman comes, in perhaps 3 years. It is another kind of game, other decitions, not necessarily easier.

Maybe the suggestions of @irrelevant is more Bannished-philosophy - a matter of survival. But i am not sure, that this other way is so much easier.

I'll let you know more of my impressions, when I have played a bit more.

Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 25, 2014, 09:14:25 PM
Hello folks as I mentioned I decided to create a more modular mod for the Trade Revamp. This will allow people to pick and choose the options that suits their player style.

There are now seven separate mods in this mod!

The first three only effect the Merchants and the rate that Trade Boats arrive. WARNING: Use only one at a time. Not compatible with other mods that effect the Trading Port.

1. MerchantsAndTradeFix-this simply uses my redone Merchants and my True Trade Fix. Boats arrive at the Normal speeds.

2. MerchantsAndTradeFixSlower-the same as the first one, but with Longer wait times between boats.

3. MerchantsAndTradeFixFaster-the same as the first one, but with Shorter wait times between boats.

(https://dl.dropboxusercontent.com/u/64285054/2014-10-26%2000_02_35-TradeMod%20V2%20-%20Google%20Sheets.png)

The next four change the value of various potential trade goods.

1. MeatAndEggs-this mod Increases the value of all Meats and Eggs by 1.
2. AleAndFirewood-this mod Reduces the price of Ale and Firewood by 1.
3. NutsAndBeans-this Increases the value of Nuts and Beans by 1 and makes Beans a protein instead of a vegetable.
4. ClothingAndTools-this Increases the value of Wool and Leather Coats by 3, Warm Coats by 5, Steel Tools by 2, and Iron Tools by 2
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 25, 2014, 09:25:54 PM
So can we mix and match these? Can I use MerchantsAndTradeFixSlower together with AleAndFirewood?
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 25, 2014, 09:39:04 PM
Quote from: irrelevant on October 25, 2014, 09:25:54 PM
So can we mix and match these? Can I use MerchantsAndTradeFixSlower together with AleAndFirewood?

@irrelevant absolutely that is the point. You can use one of the first three and one or all of the other four together.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 25, 2014, 09:47:19 PM
I'll definitely be using those two. :)
Title: Re: MOD: Trading Revamp
Post by: JamieIdle on October 25, 2014, 09:50:05 PM
Quote from: irrelevant on October 25, 2014, 09:47:19 PM
I'll definitely be using those two. :)

If you downloaded the zip please redownload I had to do a quick fix. Compatibility issue. @irrelevant
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 25, 2014, 09:52:27 PM
Have not yet downloaded. Probly tomorrow.
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 26, 2014, 04:10:12 AM
Absolutley great.

With this mod you may choose the kind of trade you want.

I will go on to play the game I have started, than try that slower fix.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 26, 2014, 06:56:58 AM
@JamieIdle So with this mod in use I should get rid of "boat Fix?" Edit: answered my own question, they are in conflict.

How about "SJGL_No More Seeds;: compatible or not, do you think?
Title: Re: MOD: Trading Revamp
Post by: slink on October 26, 2014, 07:26:27 AM
Quote from: irrelevant on October 26, 2014, 06:56:58 AM
@JamieIdle So with this mod in use I should get rid of "boat Fix?" Edit: answered my own question, they are in conflict.

How about "SJGL_No More Seeds;: compatible or not, do you think?
Probably not, since it overrides the original file.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 26, 2014, 08:33:25 AM
Yeah, probably not.

@JamieIdle The mods are working perfectly. Using Slower Trade and Ale and Firewood. I'd say this is nicely balanced.

I've just hit on another way to take some of the OP out of trading; stop placing orders. Take what they bring.
Title: Re: MOD: Trading Revamp
Post by: Nilla on October 28, 2014, 03:36:47 AM
@JamieIdle, this is a good mod. I am really happy, that I gave it a second chance. (I played that second version, merchants arriving often, ale and wood lower prices, clothing and fish higher).

I like many of the new buildings, but this is different,;i t changes the gameplay. I wish there would be more mods like that.

All merchants useful, arriving often, bringing more goods; sounds as if it makes the game easier. And yes, it does, but only at the beginning. It is easier to start a trade-based economy. But as you have reached a population of maybe 500-800-1000 (depending of how you play, if you have farming...) it is getting hard.

I will try make an image of what I mean.

I know people who lived in communist Eastgermany. They have told, that they had to buy certain goods as they where available in the shop. Not because they needed them at that point, but because the things might not be available again, until next year. This is a little bit like normal Banished-trade, You buy what the merchant brings, because you will probably need it, until he brings it the next time.

This mod makes the trade to a supermarket. Everything you want is more or less available all the time, but you cannot afford to buy everything. You have to make your choices. The traders have no time to fill the stores at the tradingports. You can't afford to buy everything the merchant brings. If you buy too much food from the first one, you cannot buy much wool and iron from the next one and the production gets down and you have even less goods to buy food from the third one................

It is a different kind of game, maybe not so much Banished-survival-philosophy but difficult and interesting.

Again, thank you Jamie





Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 30, 2014, 05:56:35 PM
@JamieIdle2.0 I really like this mod. Using it I have completely changed my approach to trading. I no longer have to try to wring every last crumb from whatever useful boats I get, while dismissing 40% of them (seed merchants and livestock merchants) without buying anything. Most boats bring stuff I can use. And even with only two TPs in a pop 400+ town (where normally I would have 5-10), I no longer am placing any orders at all. I just take what comes, and I'm glad to pay the list prices for a change.

I am using Ale and Firewood (reduces the trade value of both by 1) and Slower (which still doesn't seem particularly slow, I wouldn't mind another 2-3 months between boats).

One of your merchants ( I think maybe the Raw Goods Merchant) doesn't show the merchant's title in the UI panel. It just says "Emberlie the "

If you fix that, I'd say this mod's ready for prime time.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on October 30, 2014, 08:07:46 PM
thats certainly just a typo. like the Emberlie the Farmer.... (hot subducted by alien, death)
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 31, 2014, 05:48:24 PM
Well, here's a conundrum. I have an Orchard Merchant who I guess was a General Goods Merchant (GGM) before I installed this mod in mid-game. I had placed orders with her as GGM, but now I no longer place orders. Seems like it would be simple to fix, but the resources that are on order aren't accessible through the UI of the Orchard Merchant.

I suppose that either I have to live with this, or else I need to tear down and rebuild these legacy TPs?

Well, I suppose I can try placing a different order and see what happens.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on October 31, 2014, 07:25:41 PM
Quote from: irrelevant on October 31, 2014, 05:48:24 PM
Well, here's a conundrum. I have an Orchard Merchant who I guess was a General Goods Merchant (GGM) before I installed this mod in mid-game. I had placed orders with her as GGM, but now I no longer place orders. Seems like it would be simple to fix, but the resources that are on order aren't accessible through the UI of the Orchard Merchant.

I suppose that either I have to live with this, or else I need to tear down and rebuild these legacy TPs?

Well, I suppose I can try placing a different order and see what happens.

O.O never load mods mid game. Modders are not responsible for the strangeness that will occur lol
Title: Re: MOD: Trading Revamp
Post by: irrelevant on October 31, 2014, 07:56:22 PM
Oh, you're no fun!  ;)
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 05, 2014, 06:01:46 PM
@JamieIdle2.0 None of your traders ever brings me any milk, they bring cream and yogurt though. Is that just an accident of chance, or is it a feature?

edit: well of course. Rain dance effect. One just brought me 2000 milk.  :D
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 05, 2014, 06:53:05 PM
@irrelevant there is no reason they shouldn't bring milk. Is it not appearing in the order list? I am in the planning stages of TR v4 right now. I am going to take a new approach to trading. By adding Specialized Trading Ports each with their own set of Port specific Merchants. Imagine building a Seed and Livestock Trading Port? Or a Fruit port next to an Ale house cluster. This would allow for specialized dock areas based around specific goods and products.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 05, 2014, 07:03:20 PM
Specialized TPs sound great! I'll be very interested to try them out.

As I edited, the rain dance effect kicked in, one merchant immediately brought 2000 milk, and then another brought 14,000, so I just was getting bad die rolls.
Title: Re: MOD: Trading Revamp
Post by: Denis de la Rive on November 05, 2014, 07:57:09 PM
Quote from: JamieIdle2.0 on November 05, 2014, 06:53:05 PM
@irrelevant there is no reason they shouldn't bring milk. Is it not appearing in the order list? I am in the planning stages of TR v4 right now. I am going to take a new approach to trading. By adding Specialized Trading Ports each with their own set of Port specific Merchants. Imagine building a Seed and Livestock Trading Port? Or a Fruit port next to an Ale house cluster. This would allow for specialized dock areas based around specific goods and products.

I'm intrigued, could such a concept work? If so then that would be interesting, you push the design envelope, we do the test flight.  :)
Title: Re: MOD: Trading Revamp
Post by: Mahnogard on November 05, 2014, 08:35:52 PM
Quote from: JamieIdle2.0 on November 05, 2014, 06:53:05 PM
@irrelevant there is no reason they shouldn't bring milk. Is it not appearing in the order list? I am in the planning stages of TR v4 right now. I am going to take a new approach to trading. By adding Specialized Trading Ports each with their own set of Port specific Merchants. Imagine building a Seed and Livestock Trading Port? Or a Fruit port next to an Ale house cluster. This would allow for specialized dock areas based around specific goods and products.

I'd definitely be interested in this. In most of my towns, I aim for as much self-sufficiency as possible, so I often only trade for seeds and livestock. Having a TP that only got seeds and livestock would certainly be of use to me.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 05, 2014, 10:02:42 PM
Quote from: Mahnogard on November 05, 2014, 08:35:52 PM
I'd definitely be interested in this. In most of my towns, I aim for as much self-sufficiency as possible, so I often only trade for seeds and livestock. Having a TP that only got seeds and livestock would certainly be of use to me.

There is no code reason that I am aware of why it shouldn't work. Red's warehouse mod showed that the Trading Port UI can be used in other buildings. So multiple Trading Ports shouldn't be hard. The problem is I can whip this up fairly quickly, but the Trading Ports would all look the same. Brushing up on modeling enough to make distinct Trading Ports is the sticking point.
Title: Re: MOD: Trading Revamp
Post by: Mahnogard on November 06, 2014, 07:54:07 AM
Quote from: JamieIdle2.0 on November 05, 2014, 10:02:42 PM
There is no code reason that I am aware of why it shouldn't work. Red's warehouse mod showed that the Trading Port UI can be used in other buildings. So multiple Trading Ports shouldn't be hard. The problem is I can whip this up fairly quickly, but the Trading Ports would all look the same. Brushing up on modeling enough to make distinct Trading Ports is the sticking point.

Though others may disagree, for my purposes, it doesn't matter at all if they all look the same. I like the way the TPs look anyway, so even though visual diversity is always welcome, I don't feel it's a necessity in this case. I just want to be able to stop saying, "Really??" when my barns are bursting with food and I get three food boats in a row.

If you made this mod I'd probably build one Seed / Livestock TP and one General Goods TP and call it done for most maps. After I got my seeds and animals, I'd tear down that one, and leave the GG TP so that I can still offload the insane amounts of wool I always seem to accumulate around year 40 or so. :D
Title: Re: MOD: Trading Revamp
Post by: rkelly17 on November 06, 2014, 08:05:33 AM
Quote from: JamieIdle2.0 on November 05, 2014, 06:53:05 PM
@irrelevant there is no reason they shouldn't bring milk. Is it not appearing in the order list? I am in the planning stages of TR v4 right now. I am going to take a new approach to trading. By adding Specialized Trading Ports each with their own set of Port specific Merchants. Imagine building a Seed and Livestock Trading Port? Or a Fruit port next to an Ale house cluster. This would allow for specialized dock areas based around specific goods and products.

Seriously? This would be a godsend. I get so sick of dismissing seed and livestock merchants after I have all the seeds and livestock--and I always forget to load @slink's "No more seeds" before I load the game!

I can see the arguments for several sets of TP/merchants, but my suggestion would be to keep it simple: One TP and set of traders for seeds and livestock and one TP and set of merchants for everything else. I mostly trade for stone and iron, sometimes logs, so I might build a "resources" TP, but I do like the option of buying food in a year when I don't produce quite enough and I would prefer not to have to build a separate TP just for food. I'd do it if that was the way you decide to go, but I'd prefer not to. Feel free to ignore my opinions as necessary.
Title: Re: MOD: Trading Revamp
Post by: Bobbi on November 06, 2014, 09:28:22 AM
This sounds like a VERY good idea.
Title: Re: MOD: Trading Revamp
Post by: Kaspar on November 06, 2014, 01:04:02 PM

Quote from: JamieIdle2.0 on November 05, 2014, 06:53:05 PM
@irrelevant there is no reason they shouldn't bring milk. Is it not appearing in the order list? I am in the planning stages of TR v4 right now. I am going to take a new approach to trading. By adding Specialized Trading Ports each with their own set of Port specific Merchants. Imagine building a Seed and Livestock Trading Port? Or a Fruit port next to an Ale house cluster. This would allow for specialized dock areas based around specific goods and products.

What a fantastic idea.

A consideration: don't worry about making your specialized TP's distinct in appearance in your early versions. I think that most people just want something functional and robust. If, however down the road you feel that you need to make them look different, then spend some time on it -- or outsource it to someone who is fluent in modeling. Just a thought. 
Title: Re: MOD: Trading Revamp
Post by: slink on November 06, 2014, 01:44:55 PM
@rkelly17, you can load my mod after you have loaded the saved game, but this new mod does indeed sound like a nice option.  Now if we could only stop boats from coming to TPs with no workers.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 06, 2014, 06:30:13 PM
My favorite thing about this mod? I no longer put firewood into my TPs (using "Ale and Firewood"). Now that is a breath of fresh air! :D
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 09, 2014, 07:40:43 AM
Quote from: irrelevant on November 06, 2014, 06:30:13 PM
My favorite thing about this mod? I no longer put firewood into my TPs (using "Ale and Firewood"). Now that is a breath of fresh air! :D
@JamieIdle2.0  my least favorite thing about this mod? I'm using MerchantsAndTradeFixSlower, and they still come every six months or so; was this the intention? "Slower" led me to expect that it actually would be, you know, slower.  ;)  Seriously, I want them to come a year after I dismiss them, at the earliest.
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 09, 2014, 07:44:04 AM
Quote from: irrelevant on November 09, 2014, 07:40:43 AM
Quote from: irrelevant on November 06, 2014, 06:30:13 PM
My favorite thing about this mod? I no longer put firewood into my TPs (using "Ale and Firewood"). Now that is a breath of fresh air! :D
@JamieIdle2.0  my least favorite thing about this mod? I'm using MerchantsAndTradeFixSlower, and they still come every six months or so; was this the intention? "Slower" led me to expect that it actually would be, you know, slower.  ;)  Seriously, I want them to come a year after I dismiss them, at the earliest.

A Year? I can do that, but it seems too slow. How about I make a extra slow version of my new mod the Specialized Trading Ports just for you? @irrelevant
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 09, 2014, 07:56:35 AM
I'd love being a special snowflake! It's not an emergency, I work around by just letting them sit at the TP until it snows.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on November 09, 2014, 08:04:43 AM
i dunno, being sit on a little boat, dunno if we can call that a boat .... in winter ... at minus -30 C .....

not alot realistic ^^ should not get any boats in winter IMO.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 09, 2014, 08:05:56 AM
They have only themselves to blame by showing up more often than I want them to. ;)
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 09, 2014, 08:07:11 AM
@irrelevant this is my new mode it adds Specialized Trade Ports. This version is just for you. It will take 14 months plus or minus 2 months to see a boat once you reach a population of 300. At 25 you wont see one except every 24 months plus or minus 12 months.

Slow enough for you? Btw you may even be able to load this into an old save, but probably not since it adds a new toolbar.
Title: Re: MOD: Trading Revamp
Post by: irrelevant on November 09, 2014, 08:08:45 AM
Sounds good! Thank so much @JamieIdle2.0. I'll take your advice and wait until next town to add it. In the meantime they can sit in their boats and shiver. :D
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 09, 2014, 08:11:33 AM
Quote from: irrelevant on November 09, 2014, 08:08:45 AM
Sounds good! Thank so much @JamieIdle2.0. I'll take your advice and wait until next town to add it. In the meantime they can sit in their boats and shiver. :D

http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts

There are the details for the new mod. Except the one I attached to my last post on this thread is the snail speed one for you.
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on November 09, 2014, 08:27:35 AM
hey ! you should be in the bed !!!!


:o ;D
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 09, 2014, 08:33:39 AM
Quote from: RedKetchup on November 09, 2014, 08:27:35 AM
hey ! you should be in the bed !!!!


:o ;D

I learned the proper vampire techniques for not being killed by the evil sun...Heavy drapes!
Title: Re: MOD: Trading Revamp
Post by: RedKetchup on November 09, 2014, 08:38:02 AM
making mods is a big threat for your health !  :P
Title: Re: MOD: Trading Revamp
Post by: Alycya on November 09, 2014, 09:00:53 AM
Quote from: JamieIdle2.0 on November 09, 2014, 08:11:33 AM


http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts

There are the details for the new mod. Except the one I attached to my last post on this thread is the snail speed one for you.

Thank you, thank you, thank you :D This is exactly what I needed, loving it (and it's worked fine in my existing game)  8)
Title: Re: MOD: Trading Revamp
Post by: Kaspar on November 09, 2014, 04:19:20 PM
Great job. Really loving having more control and flexibility with trading in the game. Thanks.
Title: Re: MOD: Trading Revamp
Post by: Paeng on November 09, 2014, 08:32:00 PM
These Specialized-Trading-Ports are great - only got them for a few hours yet, but so far they work really smooth. Thanks for all the work you put in there  :)


* Am I right to assume that both the "Trading Revamp" and the "True Trade Fix" are now obsolete?
Title: Re: MOD: Trading Revamp
Post by: JamieIdle2.0 on November 12, 2014, 04:58:56 AM
@Paeng yes the Trading Revamp and True Trade Fix are now obsolete after the devs latest patch.
Title: Re: MOD: Trading Revamp
Post by: rkelly17 on November 12, 2014, 08:30:50 AM
Quote from: Paeng on November 09, 2014, 08:32:00 PM
These Specialized-Trading-Ports are great - only got them for a few hours yet, but so far they work really smooth. Thanks for all the work you put in there  :)

I'll second that motion. The specialized trading ports are working quite nicely for me, doing exactly what is advertised.