World of Banished

Conversations => General Discussion => Topic started by: assobanana76 on September 18, 2014, 08:28:15 AM

Title: auto-purchase trading post
Post by: assobanana76 on September 18, 2014, 08:28:15 AM
I hope it's the right section of the forum..

someone explains to me how it works ??
there is only one list (which I think is the purchase order), but there is not a list of sale!
automatically he buys the total of the products offered in the order that I give him .. but with what pays ?? following which order of the products stored?
Title: Re: auto-purchase trading post
Post by: irrelevant on September 18, 2014, 08:34:15 AM
Unfortunately you cannot control what gets traded away. It seems to start at the top of the list and work its way down. This is what stops me from using it.
Title: Re: auto-purchase trading post
Post by: rkelly17 on September 18, 2014, 08:43:28 AM
Yeah, that's why I only autotrade when I have the TP stocking one commodity for selling. I really don't want my traders selling firewood at a discount to food merchants.
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 23, 2014, 01:32:00 AM
done so in effect it makes little sense ..
would have at least had to set the order of goods to give in return ..
so if the trader, in exchange for his goods, he asks two products I could decide what to give and in what order ..

the auto-purchase buys the total of the goods offered in the order that I give him?
and the merchant takes in exchange for my random thing?
Title: Re: auto-purchase trading post
Post by: Pangaea on September 23, 2014, 05:24:50 AM
Quote from: irrelevant on September 18, 2014, 08:34:15 AM
Unfortunately you cannot control what gets traded away. It seems to start at the top of the list and work its way down. This is what stops me from using it.

I've never used the auto trading as I only operate with a few trading OPs and want to stay in control (and in truth I've never had bit cities), but this does indeed sound unfortunate. Suppose a new UI would be needed to control what gets traded, and that may not come at this stage of development. Thought you could re-arrange those items though, but that doesn't help? It's just for buying purposes, but the merchant will sell anything you have in the port?
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 23, 2014, 05:29:36 AM
Quote from: Pangaea on September 23, 2014, 05:24:50 AM
Quote from: irrelevant on September 18, 2014, 08:34:15 AM
Unfortunately you cannot control what gets traded away. It seems to start at the top of the list and work its way down. This is what stops me from using it.

I've never used the auto trading as I only operate with a few trading OPs and want to stay in control (and in truth I've never had bit cities), but this does indeed sound unfortunate. Suppose a new UI would be needed to control what gets traded, and that may not come at this stage of development. Thought you could re-arrange those items though, but that doesn't help? It's just for buying purposes, but the merchant will sell anything you have in the port?
work that way ..
imposed which products you want to buy with earlier and then he does it all!
when a trader arrives, your trader buys before the total of products that you have given precedence and then the rest in order. and the merchant, I think, take stock of your products he wants without any control!
Title: Re: auto-purchase trading post
Post by: rkelly17 on September 23, 2014, 09:31:55 AM
Quote from: assobanana76 on September 23, 2014, 01:32:00 AM
the auto-purchase buys the total of the goods offered in the order that I give him?
and the merchant takes in exchange for my random thing?

The way auto-trade buying works is that you set the amounts and the priorities in the "Purchase" tab of the Trading Post. When a merchant arrives carrying those goods your traders buy as many as you specify (if the merchant has that many--often they don't) in the order you specify until your TP runs out of trading items the merchant will take. If a merchant has more of a certain item than you have specified, your traders will only buy as much as you specified. For example, I often set my TPs to buy 400 logs, 400 stone and 200 iron in that order (click on the little up/down arrows next to the commodity name to move a commodity up or down the priority list). Lets say I have 1000 ale in the TP. If the resource merchant shows up with 500 logs, 200 stone and 400 iron my traders will trade ale for 400 logs, 200 stone and 200 iron. If I only have 100 ale in the TP the traders will go down the list until they run out of ale to trade, so I might end up with only 400 logs and no stone or iron. If you don't open the TP window the merchant will hang around for one season and then leave.

You can combine orders to specific merchants with auto-trading. Say you order logs, stone and iron from the resource merchant and the general goods merchant. They will both bring copious amounts of the those items, but your traders will only buy as much as you have set in the purchase tab.

As to deciding what to trade away, I'm not quite sure how the traders decide. I have noticed in a TP stocked with both firewood and ale that the firewood seems to go first (not sure about this, but that's what it looks like). That is not what I want to happen, so, as I said, if I'm setting a TP to auto-trade I only stock one export item in that TP. If I am trading a necessity like tools or firewood I don't do auto-trade because if the traders trade a bunch away and then suck that amount out of your village you could have a major crisis.
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 24, 2014, 01:13:28 AM
Thanks !! all clear!
the only thing that still is not clear to me "If you do not open the window TP the merchant will hang around for one season and then leave" ..
if it is a self-purchase why I have to open the window?
does not do it all alone?
maybe it's a translation problem ....

of course this self-purchase is convenient only once you have all the seeds ..
Title: Re: auto-purchase trading post
Post by: irrelevant on September 24, 2014, 04:54:39 AM
Quote from: assobanana76 on September 24, 2014, 01:13:28 AM
Thanks !! all clear!
the only thing that still is not clear to me "If you do not open the window TP the merchant will hang around for one season and then leave" ..
if it is a self-purchase why I have to open the window?
does not do it all alone?
maybe it's a translation problem ....

of course this self-purchase is convenient only once you have all the seeds ..

You may like to have a look in the merchant's boat to see if he has anything else you wish to buy. If you need fruit and you auto-buy 1000, but he brings 5000, might you not buy more?
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 24, 2014, 04:57:02 AM
Quote from: irrelevant on September 24, 2014, 04:54:39 AM
Quote from: assobanana76 on September 24, 2014, 01:13:28 AM
Thanks !! all clear!
the only thing that still is not clear to me "If you do not open the window TP the merchant will hang around for one season and then leave" ..
if it is a self-purchase why I have to open the window?
does not do it all alone?
maybe it's a translation problem ....

of course this self-purchase is convenient only once you have all the seeds ..

You may like to have a look in the merchant's boat to see if he has anything else you wish to buy. If you need fruit and you auto-buy 1000, but he brings 5000, might you not buy more?
ah ok. for what ...
but if I do not look, however, the auto-purchase work?
Title: Re: auto-purchase trading post
Post by: irrelevant on September 24, 2014, 04:58:06 AM
yes, it works.
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 24, 2014, 05:00:11 AM
Quote from: irrelevant on September 24, 2014, 04:58:06 AM
yes, it works.
OK! I'll just have all the seeds I will try to set it for the purchase of stone, iron, tools .. in exchange for firewood, alcohol and food in surplus!
Thanks!
Title: Re: auto-purchase trading post
Post by: rkelly17 on September 24, 2014, 06:39:07 AM
Quote from: irrelevant on September 24, 2014, 04:58:06 AM
yes, it works.

You can set it to auto-purchase when the merchant arrives, when the merchant leaves or never. By default it is set to "Never," so you have to make sure you change it. Sometimes I forget.  :( That's when it doesn't work.  :-[
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 25, 2014, 01:10:07 AM
Quote from: rkelly17 on September 24, 2014, 06:39:07 AM
Quote from: irrelevant on September 24, 2014, 04:58:06 AM
yes, it works.

You can set it to auto-purchase when the merchant arrives, when the merchant leaves or never. By default it is set to "Never," so you have to make sure you change it. Sometimes I forget.  :( That's when it doesn't work.  :-[
what sense does it set the auto-sales when the merchant goes ??
with who auto-trades if his boat is gone ???
Title: Re: auto-purchase trading post
Post by: rkelly17 on September 25, 2014, 05:48:20 AM
Quote from: assobanana76 on September 25, 2014, 01:10:07 AM
what sense does it set the auto-sales when the merchant goes ??
with who auto-trades if his boat is gone ???

I'm not sure why one would set it to trade when the merchant leaves (I set for when the merchant arrives, myself), but it is one of the options available. Is there anyone out there who uses that option?
Title: Re: auto-purchase trading post
Post by: slink on September 25, 2014, 05:59:51 AM
I suppose theoretically a person might trade for something when everything else desired has been bought, but I've never used that setting myself.  In fact, I seldom use auto-trade at all.
Title: Re: auto-purchase trading post
Post by: Pangaea on September 25, 2014, 07:01:26 AM
It gives you time to check out the goods they bring first, I suppose, and buy whatever you want yourself. If there is nothing of particular interest, the auto-buying will take place when he leaves.
Title: Re: auto-purchase trading post
Post by: assobanana76 on September 25, 2014, 07:10:00 AM
in this case, however, there should be a button to "auto-purchase" to click to activate if the goods are to our liking .. there?
Title: Re: auto-purchase trading post
Post by: Pangaea on October 06, 2014, 04:23:22 PM
LOOOOOOOOOOOOOOOOOOOL

I tried the auto-trading feature in the test I'm still running on slink's merchant mod. Set it to prioritise fruits, then some tools, clothes and textiles, before coal, iron and stone followed. The trading post happened to have 1300 coal stored. Well, the genius of a game emptied the place of coal.... Yeah, that feature is utterly useless is what I'm thinking. Won't use that again! :D

As somebody else said, unless you stock it with ONLY goods you can get rid of, don't use auto purchase. Otherwise you can risk the game selling tons of stone, coal, clothes or tools, instead of using more sensible "currencies" like ale and firewood.

Btw, I had 2000 firewood in that place, plus 1000 ale, and only 175 firewood was used, and 110 ale. We should be able to prioritise what goods are used, in which case all 1000 ale would be gone now, and not 1300 coal.
Title: Re: auto-purchase trading post
Post by: assobanana76 on October 07, 2014, 01:13:54 AM
I agree .. as it is it is really useless unless ...
it is used in a way like this: "I have all the seeds and then self-produce all the food I need, what I need are tools / clothing / iron / stone ..
then you can set it so .. SELL firewood and BUY gear / clothing / iron / stones.
so he can do no wrong!
Title: Re: auto-purchase trading post
Post by: irrelevant on October 07, 2014, 04:27:44 AM
That's exactly right.
Title: Re: auto-purchase trading post
Post by: Pangaea on October 07, 2014, 06:19:51 AM
Yes, I imagine if you manage to produce so much firewood you can trade away heaps and bounds and mountains of it, and only store that in trading posts, it would work well.

Just to take a common example, though, you can only auto-buy maximum 9,999 fruits for ale making, and if you ordered it, the merchant did perhaps bring 40,000. Tough to manage to buy all that, but ale, venison, mutton, beef and maybe some clothes, and it's not too far off in some cases. However, you can't keep all that in the TP, as next time round you run the risk of buying 500 coal with heaps of food. No good.

At this stage I don't expect the feature to change in the game, and it's probably hoping for too much that it can be modded, so we're stuck with how it currently works. I don't want to think about the prospect of having 40-odd TPs and doing the trades manually each year. Yikes!!  :o :o
Title: Re: auto-purchase trading post
Post by: irrelevant on October 07, 2014, 06:36:54 AM
It isn't much fun, particularly when you factor in the lag induced by a pop in the thousands.
Title: Re: auto-purchase trading post
Post by: rkelly17 on October 07, 2014, 08:55:24 AM
I can't imagine manually trading with more than 5 TPs, but then I am especially lazy.  ;D

I only auto-trade with TPs stocking one commodity for sale. The incredibly bad judgement of the traders about what to sell first is just too irritating.  >:(  I manually trade firewood until I have all the seeds and live stock, then its booze, booze, booze all the way--1000 ale per TP auto-trading for stone, iron and whatever else is in short supply. Lately I've taken to ordering stone and iron from about half the resource merchants to make sure it shows up. If I'm short on cows and/or hunters I'll add leather. If my food producers run behind in any given year I'll manually look for food merchants to make up the difference, then go back to ignoring the bonging.

I've never gone to the giddy heights of population that @irrelevant and @RedKetchup have achieved, but in towns I've built after the trading empire challenge I've found that 10 or so TPs can keep supply levels at a good level and still leave some non-industrial river front. With over 1200-1500 citizens one would no doubt need more TPs to bring in more necessities. I'll also add a TP if my brewmasters are making a surplus of ale--don't want those workers getting too soused to work!
Title: Re: auto-purchase trading post
Post by: Pangaea on October 07, 2014, 09:21:47 AM
Quote from: rkelly17 on October 07, 2014, 08:55:24 AM
I've never gone to the giddy heights of population that @irrelevant and @RedKetchup have achieved, but in towns I've built after the trading empire challenge I've found that 10 or so TPs can keep supply levels at a good level and still leave some non-industrial river front. With over 1200-1500 citizens one would no doubt need more TPs to bring in more necessities.

Not necessarily. I only have four, and had three for a very long time, and with 2000 population that isn't a problem at all. The main issue is getting livestock or seed merchants half the time, but that can now be sorted with slink's merchant fix (http://worldofbanished.com/index.php?action=downloads;sa=view;down=16) :)
Title: Re: auto-purchase trading post
Post by: assobanana76 on October 08, 2014, 01:34:57 AM
but Luke has solved the problem of crash merchant with the latest patch..
Title: Re: auto-purchase trading post
Post by: Mahnogard on October 08, 2014, 08:06:13 AM
Quote from: assobanana76 on October 08, 2014, 01:34:57 AM
but Luke has solved the problem of crash merchant with the latest patch..

Not exactly. Luke solved part of the inventory item limit issues, but some of the boat crashes were still happening. I still had to install a fix mod to stop the crashes.
Title: Re: auto-purchase trading post
Post by: rkelly17 on October 08, 2014, 08:35:44 AM
Quote from: Pangaea on October 07, 2014, 09:21:47 AM
Not necessarily. I only have four, and had three for a very long time, and with 2000 population that isn't a problem at all. The main issue is getting livestock or seed merchants half the time, but that can now be sorted with slink's merchant fix (http://worldofbanished.com/index.php?action=downloads;sa=view;down=16) :)

Am I reading @slink's description of her mod correctly that one can add it into a saved game? Does that mean I could (heh, heh, heh) play until I have all the seeds and live stock, then add it in and not have those pesky merchants I no longer need?

If so:  :D
Title: Re: auto-purchase trading post
Post by: irrelevant on October 08, 2014, 08:40:13 AM
Quote from: rkelly17 on October 08, 2014, 08:35:44 AM
Quote from: Pangaea on October 07, 2014, 09:21:47 AM
Not necessarily. I only have four, and had three for a very long time, and with 2000 population that isn't a problem at all. The main issue is getting livestock or seed merchants half the time, but that can now be sorted with slink's merchant fix (http://worldofbanished.com/index.php?action=downloads;sa=view;down=16) :)

Am I reading @slink's description of her mod correctly that one can add it into a saved game? Does that mean I could (heh, heh, heh) play until I have all the seeds and live stock, then add it in and not have those pesky merchants I no longer need?

If so:  :D
Great minds think alike, I was just thinking this exact same thought. ;D
Title: Re: auto-purchase trading post
Post by: slink on October 08, 2014, 11:35:14 AM
Quote from: rkelly17 on October 08, 2014, 08:35:44 AM
Quote from: Pangaea on October 07, 2014, 09:21:47 AM
Not necessarily. I only have four, and had three for a very long time, and with 2000 population that isn't a problem at all. The main issue is getting livestock or seed merchants half the time, but that can now be sorted with slink's merchant fix (http://worldofbanished.com/index.php?action=downloads;sa=view;down=16) :)

Am I reading @slink's description of her mod correctly that one can add it into a saved game? Does that mean I could (heh, heh, heh) play until I have all the seeds and live stock, then add it in and not have those pesky merchants I no longer need?

If so:  :D

Yes.   :)
Title: Re: auto-purchase trading post
Post by: Pangaea on October 08, 2014, 12:06:31 PM
Quote from: rkelly17 on October 08, 2014, 08:35:44 AM
Quote from: Pangaea on October 07, 2014, 09:21:47 AM
Not necessarily. I only have four, and had three for a very long time, and with 2000 population that isn't a problem at all. The main issue is getting livestock or seed merchants half the time, but that can now be sorted with slink's merchant fix (http://worldofbanished.com/index.php?action=downloads;sa=view;down=16) :)

Am I reading @slink's description of her mod correctly that one can add it into a saved game? Does that mean I could (heh, heh, heh) play until I have all the seeds and live stock, then add it in and not have those pesky merchants I no longer need?

If so:  :D

Yes, that is the point with that mod :) I tested it over many years in a save, and it worked flawlessly. No more "useless" merchants, no crash either, despite adding the mod to an old save.
Title: Re: auto-purchase trading post
Post by: rkelly17 on October 08, 2014, 01:26:05 PM
 ;D  ;D  ;D
Title: Re: auto-purchase trading post
Post by: assobanana76 on October 09, 2014, 01:33:21 AM
now you have me really confused!  :o
There are at least 5 mod that corrects the crash !!
and now what I must use??
which is the best ??  ;D
Title: Re: auto-purchase trading post
Post by: Mahnogard on October 09, 2014, 09:38:53 AM
Quote from: assobanana76 on October 09, 2014, 01:33:21 AM
now you have me really confused!  :o
There are at least 5 mod that corrects the crash !!
and now what I must use??
which is the best ??  ;D

Not as confused as I get when you don't used the "quote" feature. ;D

But I assume this is in response to my post, so... It depends. I'm using the Traders Complete Fix (http://banishedinfo.com/mods/view/694-Traders-Complete-Fix-Kralyerg-ShockPuppet-Brockenspectre) but it's not necessarily ideal because first of all, it rules out using Slink's mod that stops the seed and animal traders because they conflict with each other, and second, it makes other changes to the boat inventories / frequency that may or may not be desirable. But if those things don't bother you, then it seems stable, and I was able to add it to an existing save with no problems.

So, if you are still getting boat crashes, I'd look at the various fixes available, read the descriptions for what they change, and check the recent comments to ensure they work and don't cause additional problems.

If you're not having crashes, then I'd not install any fix. The crashes only happen when you add a certain number of new items from mods.
Title: Re: auto-purchase trading post
Post by: Pangaea on October 09, 2014, 01:58:55 PM
Are the crashes still occuring with the latest patch, without these so-called crash fixers?
Title: Re: auto-purchase trading post
Post by: Mahnogard on October 09, 2014, 02:17:48 PM
Quote from: Pangaea on October 09, 2014, 01:58:55 PM
Are the crashes still occuring with the latest patch, without these so-called crash fixers?

Yes, they are. Right when the trader gets to the trading post. The towns I had that were affected were all started after the latest patch was installed. I wasn't using any fixes at all until I got tired of the crashing. It probably depends on which item-adding mods are in use, how many, etc, but I ended up installing the one I linked to in that post to asso and the crashes stopped.

I just started a new town, and I don't have the fix enabled on it yet as I lightened the load with regard to mods that add items. (I'm not using Fountain Mod or Town and Textiles in Burleysbury). I won't enable it for this one unless I need to.
Title: Re: auto-purchase trading post
Post by: Pangaea on October 09, 2014, 03:57:57 PM
Thanks for the information. Sounds like it's still needed if you add many new products then. Sucks a bit that the newest fix increases the amount of seed merchants, though, and that it's incompatible with slink's fix for that very issue :(
Title: Re: auto-purchase trading post
Post by: Mahnogard on October 09, 2014, 04:15:16 PM
Quote from: Pangaea on October 09, 2014, 03:57:57 PM
Thanks for the information. Sounds like it's still needed if you add many new products then. Sucks a bit that the newest fix increases the amount of seed merchants, though, and that it's incompatible with slink's fix for that very issue :(

Yeah, that's why I'm not installing a fix on Burleysville until I find out if I hit the mystery threshold for items. I really want to use Slink's fix when the time comes.

Not having T&T or Fountain Mod should help. T&T adds 2x seeds, 2x crops, cloth, rope, oil, 2x new clothing items... Fountain mod adds 4 types of booze, 1x seeds, 1x crop. So that's a reduction of 15 right there. So I'm hoping I won't need it.