World of Banished

MODS Garage => Mod Talk => Topic started by: JamieIdle2.0 on November 07, 2014, 08:09:56 AM

Title: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 07, 2014, 08:09:56 AM
This is my Trading Revamp taken in a new direction. It came to me over the weekend that there was no reason that there couldn't be more than one TYPE of Trading Port each with their own UNIQUE TYPES of Merchants. Merchants are defined within the Trading Port file so each Specialized Trading Port could have their own set of Merchants.

Currently I have the following Specialized Trading Ports in mind.

Seed & Livestock Port-Only has merchants that bring Seeds and Livestock. I am thinking no more than 2 boats per year and limit the number of seed types per year to say 4-5 and the Livestock types to 1-2. It would take you several years of ordering to get all the seeds and livestock. Once you do you can simply get rid of or replace this port.

Clothing & Textile Port-Only brings brings clothes and textiles. If you use something like the Colonial Charter mod this would include things like Flax, Linen, Cotton, and so forth. So there would be a Clothing Merchant, a Textiles Merchant, and a Clothing & Textiles Merchant. Not sure on the frequency of these.

Raw Materials & Goods Port-Only brings Iron, Stone, Coal, Wood, Firewood, and Tools. Could have some fairly limited merchant types here. A Mine and Quarry Merchant that only brings Iron, Stone, and Coal. A Wood and Fuel Merchant that brings only Wood, Firewood, and Coal. A Tools Merchant that brings only Tools. Not really sure yet on the types and frequency for these.

Food and Consumables Port-Only brings Food, Alcohol, and Health goods. Protein Merchant, Fruit Merchant, Grain Merchant, Vegetable Merchant, Fruit And Alcohol Merchant, and General Merchant (Fruit, Grain, Vegetable, Protein) are all possibles. Herbs would just be added to all of them as a bonus. Frequency is really tricky here as late game these are what you need the most of.

Other Possibilities
Fruit and Alcohol Port

Share your ideas folks!

Notes: I am going to create theses as a Trading Port sub menu so if I am lucky and code it right it wont be incompatible with other trading mods or mega mods like the Colonial Charter mod. I am designing this with the CC mod in particular in mind and may open the source up for the Blackliquid team.

@Nilla @slink @irrelevant @kralyerg @ShockPuppet @RedKetchup Tagging you to get your thoughts ^.^


Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on November 07, 2014, 08:33:06 AM
This looks like an excellent idea and the breakdown of specialized TPs and merchants seems appropriate. My biggest question is what these various merchants will take in trade. For example, will the food and consumables merchants maintain the current food merchant's dislike of firewood? Will the seed and livestock merchants continue the current practice of only taking certain items in trade? I think I would be in favor of keeping some or all of these habits, but I'm not sure I'd want to go to extremes. I'm speaking here as a mod consumer, hardly a mod producer. This sounds like a lot of work to do.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 07, 2014, 08:49:01 AM
@rkelly17 It isn't as much work as it seems. One I lack the art skill to create new models so it will just be the repeat of the normal Trading Ports. The internal code changes aren't really complex. Honestly more copy and past than anything to set this up once I create the metrics.

However, you hit on an important consideration. Obviously anything they sell they will also buy with the exception of those things that can't be sold like seeds and livestock. Typically if they were smart merchants they would only buy what they sell at reduced prices.

Honestly I really wish for something like gold or silver, which everyone would want, but that would be kinda limiting and require another mod altogether. The problem for these types of mods is there are only so many flags. I can't say for example this merchant only buys Apples it has to be Fruit, because modders can't create custom flags.

All the flags are listed below. So the Buy, Sell, Want of each Merchant is spelled out in these tags.

Options-Examples   
Tool-Iron and Steel Tools
Clothing-Hide, Wool, and Warm Clothes
Alcohol-Ale   
Wood-Wood
Iron-Iron
Stone-Stone
Fuel-Firewood and Coal
Textile-Leather and Wool   
Health-Herbs
Grain-Wheat and Corn
Fruit-Apples
Vegetable- Beans
Protein-Meat and Nuts
Edible-Any Food

The Vaniall General Goods Merchant looks like this in code. It is really rather elegant in a way.

      {
         StringTable _stringTable = "Dialog/StringTable.rsc:merchant";
         String _merchantName = "MerchantGoods";
         int _itemCount = 5;

         RawMaterialFlags _sellFlags =  Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | Alcohol;
         RawMaterialFlags _wantFlags = Wood | Stone | Iron | Fuel | Tool | Textile | Clothing | Alcohol;
         RawMaterialFlags _buyFlags = 0;
      }
Title: Re: MOD: Specialized Trading Ports
Post by: blackbird on November 07, 2014, 09:07:41 AM
I once commented on a foreign Trade port, that trades exotic stuff, you can't plant, grow yourself on the map, to give it a special higher value, fo ex. for use on unique buildings. To give an example:

Building a parliament - needs african black wood - can exclusivly be purchased by that foreign trader / foreign trading port
Building a Museum / new style road - need of Marble stone - traded at the foreign trader port

Spliting up the existing trading port into 4 or 5 ports seems to much for me. Maybe 2 but no more. Just my cent to it.  8)
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 07, 2014, 09:12:24 AM
@blackbird the original Trading Port would still exist this wont overwrite the vanilla port.
Title: Re: MOD: Specialized Trading Ports
Post by: blackbird on November 07, 2014, 09:15:15 AM
ok, but you will have 4 or 5 specialized ports, that's a lot of ports and needs space, with all the ohter modded buildings that you need to build close to a river, hmmm.
But you can always give it a go. Let's see what comes out.  i would prefer an exotic trader with exotic stuff 8)
Title: Re: MOD: Specialized Trading Ports
Post by: Bobbi on November 07, 2014, 09:24:52 AM
@JamieIdle2.0, my two cents: I think three ports would be good:
Livestock and seed - two merchants of one each
Food - Could have separate ones if you insist, but I think one is sufficient.
Raw Material and Hard Goods - if you insist on having a textile merchant, he could go here. I think the resource and general merchants could go here, and the general could carry the textile, no extra merchant needed.

In case you haven't caught on, I prefer fewer, not more, merchants. That is why I use your trade mod instead of the one used in CC1620. I put it on top so that it overrides the one with two million separate merchants.
Title: Re: MOD: Specialized Trading Ports
Post by: Bobbi on November 07, 2014, 09:27:54 AM
Also agree with @blackbird, with the water mill and other things now being built on the river, space is getting rather limited. So two to three ports max, I think. It would be swell to deconstruct the seed and livestock one after all the seeds are purchased.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 07, 2014, 09:34:12 AM
Quote from: Bobbi on November 07, 2014, 09:27:54 AM
Also agree with @blackbird, with the water mill and other things now being built on the river, space is getting rather limited. So two to three ports max, I think. It would be swell to deconstruct the seed and livestock one after all the seeds are purchased.

If I was a better modeler I would create new narrow ports, but remember you can also reduce the number of ports by increasing the frequency of merchants.
Title: Re: MOD: Specialized Trading Ports
Post by: Bobbi on November 07, 2014, 09:37:49 AM
I don't auto trade, so the constant appearance of merchants disrupts my game. Every time they show up, I have to stop what I am doing. Drives me crazy.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 07, 2014, 09:51:23 AM
Quote from: Bobbi on November 07, 2014, 09:37:49 AM
I don't auto trade, so the constant appearance of merchants disrupts my game. Every time they show up, I have to stop what I am doing. Drives me crazy.

I don't either, but I like trading so I sometimes manage 20 or more ports manually lol
Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on November 07, 2014, 02:25:03 PM
Quote from: JamieIdle2.0 on November 07, 2014, 09:51:23 AM
Quote from: Bobbi on November 07, 2014, 09:37:49 AM
I don't auto trade, so the constant appearance of merchants disrupts my game. Every time they show up, I have to stop what I am doing. Drives me crazy.

I don't either, but I like trading so I sometimes manage 20 or more ports manually lol

You guys are serious masochists! I not only auto-trade after 6 or 8 ports, I'd like to find a way to eliminate that infernal bong, bong, bong every time a merchant lands.

Seriously, I'm not sure that it would be a good idea to have merchants only accept what they sell in trade. It is trading, after all. I create a surplus of some commodity and trade that to you for your surplus of a different commodity. Thus, I'm looking for merchants who will take my surplus of ale or firewood or whatever and trade it for the things I'm short of. A merchant who said, "Well you have lots of ale, but I only trade in logs, iron and stone, so I don't want your ale." would be pretty useless. I'm trying to trade with him or her specifically because I need logs, iron or stone.

I can see one who says, "Well I have lots of firewood at home, so I'll tell you what: I'll take your firewood, but at a discounted price." Then I can decide whether or not I'm desperate enough for what the merchant has in the boat to trade firewood at the discount.
Title: Re: MOD: Specialized Trading Ports
Post by: Nilla on November 08, 2014, 05:37:45 AM
I think it is a good idea, but it's really a very hard thing, to make a new model for the trade.

We use trade in such different ways.

Sometimes we just trade for some seeds and animals and maybe  sometimes some other things (food, tools) if we are in trouble. Some of us don't like mines and quarries, so we trade for stones, iron, tools, coal. Sometimes some of us build a heavy trading economy, with or without supporting farming.

The character of the trade also changes, as the game grows. It is a big difference if you have 1 or 20 TP.

So, what do you want to achieve with this mod?

I guess; merchants that brings what you want, without annoying you (arriving too often and/or bringing stuff you don't want)

Seeds and Lifestock- Port. YES .You want two different merchants; one for seeds and one for animals. With just one, that might carry both, there will be less annoying (maybe it will be too easy, but you can compensate this, if he arrrives more seldom)

Clothing and Textiles - Port - MAYBE (or perhaps together with raw materials). But in any case, not more than one different tradesman. In some games you might choose to buy clothing. Than you will have no production and will need no textiles.  More likely you want to buy wool (or other textiles) and make your clothes. In that case you wouldn't need to buy clothes. With different tradesmen for clothing and textiles, some would always be just annoying. (you send them away without buying anything)

Raw Materials and Goods-Port - MAYBE (or perhaps together with the textiles/clothing). More than one different tradesman might be annoying. (compare clothing.textiles)

alternative

Rawmaterials- Port (stone, iron, coal, logs, textiles) - one trader

Products-Port (clothing, tools, firewood, alcohol) - one trader


Food -Port -YES, but also in this case just one different tradesman. An example; if you want to build a large population, you mix farming and trade. You are selfsufficent on vegetables and grain but buy fruit and cheap proteins. In your suggestion with 5 different tradesmen 2of 5 would be uninteresting (=annoying) and no improvement.


Generally later in a game, I would prefere tradesmen arriving more seldom, bringing much. But how often and how much, is very hard to say, without testing. In the tests I made from your other mods, I could easily support 200 Bannies with one port and couldn't even buy everything.
















Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 11:46:32 AM
@Nilla the clothing and textile port was mainly because of the Colonial Charter. There are so many goods in that mod that it practically requires more ports or boats or something. I like your ideas though. I am still planning this mod out.
Title: Re: MOD: Specialized Trading Ports
Post by: Paeng on November 08, 2014, 12:19:39 PM
Quote from: Nilla on November 08, 2014, 05:37:45 AMGenerally later in a game, I would prefere tradesmen arriving more seldom, bringing much.

Yeah, same here... and some really interesting thoughts in this thread - I'm still undecided which 'system' would agree best with my playing style  :o

However - I feel that you do need additional structures (models) for different trade ports, for varied sizes and layouts... I really hope you can convince one of our talented modelers to join up with you on this one...  :D
Title: Re: MOD: Specialized Trading Ports
Post by: RedKetchup on November 08, 2014, 12:43:55 PM
Quote from: Paeng on November 08, 2014, 12:19:39 PM
Quote from: Nilla on November 08, 2014, 05:37:45 AMGenerally later in a game, I would prefere tradesmen arriving more seldom, bringing much.

Yeah, same here... and some really interesting thoughts in this thread - I'm still undecided which 'system' would agree best with my playing style  :o

However - I feel that you do need additional structures (models) for different trade ports, for varied sizes and layouts... I really hope you can convince one of our talented modelers to join up with you on this one...  :D

some of them can be a little occupied too presently ^^
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 08, 2014, 02:14:21 PM
I began building a simply quay for expansion into a trading post but I ran into the problem of some missing information from the trading post FBX file.  The quay uses traders to stock material, but the boat zips (on x10) right past.  There must be some signal for where the boat is to stop, that I do not have in quay.FBX.  It is not build_xxx, use_xxx, or create_xxx.   :(
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 02:24:49 PM
Quote from: slink on November 08, 2014, 02:14:21 PM
I began building a simply quay for expansion into a trading post but I ran into the problem of some missing information from the trading post FBX file.  The quay uses traders to stock material, but the boat zips (on x10) right past.  There must be some signal for where the boat is to stop, that I do not have in quay.FBX.  It is not build_xxx, use_xxx, or create_xxx.   :(


@slink do you use Facebook or some other way to chat more quickly? Facebook has a nice Banished Nation group as well. I would love to chat more with you if you are interested in creating the models ^.^
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 08, 2014, 02:30:39 PM
Until we can properly anchor the boats for trading, speed of communication is irrelevant. 

Do you have any idea how that is done?
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 02:31:51 PM
@slink in the animation section file BoatAnims.rcs would be my guess

      {
         String _meshName = "Models\Buildings\TradingPost\BoatMesh.rsc"; String _sourceName = "Models\Buildings\TradingPost\TradingPost.fbx";
         String _name = "Dock";
         int _startFrame = 130;
         int _endFrame = 189;
         float _rate = 15.000000;
         bool _looping = true;
         int _loopPoint = 180;
         bool _instanced = false;
         int _maxInstances = 0;
      }
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 08, 2014, 02:52:19 PM
Quote from: JamieIdle2.0 on November 08, 2014, 02:31:51 PM
@slink in the animation section file BoatAnims.rcs would be my guess

      {
         String _meshName = "Models\Buildings\TradingPost\BoatMesh.rsc"; String _sourceName = "Models\Buildings\TradingPost\TradingPost.fbx";
         String _name = "Dock";
         int _startFrame = 130;
         int _endFrame = 189;
         float _rate = 15.000000;
         bool _looping = true;
         int _loopPoint = 180;
         bool _instanced = false;
         int _maxInstances = 0;
      }

Which file references TradingPost.FBX, access to which we have not got.  Anyway, that just says that the animation named "dock" is defined as animation frames 130 - 189.  It does not say where the boat will perform that animation.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 03:08:41 PM
Quote from: slink on November 08, 2014, 02:52:19 PM
Quote from: JamieIdle2.0 on November 08, 2014, 02:31:51 PM
@slink in the animation section file BoatAnims.rcs would be my guess

      {
         String _meshName = "Models\Buildings\TradingPost\BoatMesh.rsc"; String _sourceName = "Models\Buildings\TradingPost\TradingPost.fbx";
         String _name = "Dock";
         int _startFrame = 130;
         int _endFrame = 189;
         float _rate = 15.000000;
         bool _looping = true;
         int _loopPoint = 180;
         bool _instanced = false;
         int _maxInstances = 0;
      }

Which file references TradingPost.FBX, access to which we have not got.  Anyway, that just says that the animation named "dock" is defined as animation frames 130 - 189.  It does not say where the boat will perform that animation.


Am I missing something that section of the BoatAnims.rcs code I copied here says:

String _sourceName = "Models\Buildings\TradingPost\TradingPost.fbx"

Doesn't that reference the TradingPost.fbx like you need?
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 08, 2014, 03:25:42 PM
Quote from: JamieIdle2.0 on November 08, 2014, 03:08:41 PM
Am I missing something that section of the BoatAnims.rcs code I copied here says:

String _sourceName = "Models\Buildings\TradingPost\TradingPost.fbx"

Doesn't that reference the TradingPost.fbx like you need?
I am not using TradingPost.fbx.  I am using Quay.fbx.  Quay.fbx does not have whatever TradingPost.fbx has that causes the trading boat to actually stop and trade.  Instead, it goes merrily by down the river.  If I use TradingPost.fbx, assuming I can because the method for doing that turned out not to be so straightforward after all, the trading posts will all look just like the original.  I'm not sure I can actually use TradingPost.fbx for anything other than the standard Trading Post, and I certainly can't edit it.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 03:29:52 PM
@slink I mean can't you copy that file and replace the Model with your own?
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 04:08:56 PM
@Nilla based on your feedback and others here is the initial setup draft. The PDF file attached contains the detailed list. Please keep in mind this is designed to compliment not just the Vanilla game, but the Colonial Charter (CC) mod.

Merchants will want to buy anything they don't sell at full price. They will buy anything that they sell, but at a reduced price.

Seeds And Livestock
Crop Seed Merchant-Sells Crop Seeds
Orchard Seed Merchant-Sells Orchard Seeds
Livestock Merchant-Sells Livestock

Food And Consumables
Grains And Vegetables-Sells Grains and Vegetables. This has its own merchant to compliment Bakery mods And the Oil Press from CC
Fruits And Protein-Sells Fruits and Grains This is for all the Tavern owners and those that use the Creamery
Food Merchant-Sells anything Edible. All you can eat buffet on a boat!

Note: These food merchants all sell herbs as well.

Raw Materials Port
Raw Materials Merchant-Sells Iron, Wood, Stone, Coal, Logs, and Textiles.

Manufactured Goods Port
General Goods-Sells Alcohol, Clothing, Textiles, Tools, Firewood
Clothing and Textiles-Sells Clothing and Textiles
Food Merchant-Sells anything edible. This was thrown in since a lot of mods produce processed foods like Bread, Cheese, and so forth, but I can't separate those out. This merchant may not make it to final release.
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 08, 2014, 04:18:50 PM
Quote from: JamieIdle2.0 on November 08, 2014, 03:29:52 PM
@slink I mean can't you copy that file and replace the Model with your own?
The mesh for the boat is inside the model file for the standard trading post, as is its animation.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 08, 2014, 07:45:42 PM
Ok I am moving along into actually making the mod. A few issues.

1. How on earth do a create new toolbar icons. I tried looking at the ones in the modkit, but I can't figure out how to make that kind of transparent, but not image.
2.Why did Luke make Toolbars so complex?
3. Help building the Toolbar UI would be greatly appreciated @slink and @RedKetchup I have the basic idea and code, but it seems like it requires a lot of files to work properly.
4. Someone write a Toolbar and Nested Toolbar Tutorial! lol
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 09, 2014, 12:33:09 AM
I have have the alpha pre-release source files almost done. I still need to wrap my mind around the toolbar parts, but I did create the new toolbar icons.
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 09, 2014, 05:58:00 AM
Quote from: JamieIdle2.0 on November 09, 2014, 12:33:09 AM
I have have the alpha pre-release source files almost done. I still need to wrap my mind around the toolbar parts, but I did create the new toolbar icons.

I posted a toolbar tutorial, at least in terms of examples from my own mods.  It includes two nesting examples as well as a simple addition.  Hopefully people will be able to fill in the appropriate file names for their own mods.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 09, 2014, 06:01:29 AM
Well the mod is ready to go thanks to a big helping hand from @RedKetchup !

Full info and download can be found here.
http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts

@Nilla I made some boats a tad slower and the progression a bit slower as well, but it works out nicely.
Title: Re: MOD: Specialized Trading Ports
Post by: RedKetchup on November 09, 2014, 06:03:41 AM
yeah i did all his toolbars :) the way i am always doing them, a bit sligtly different :)
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 09, 2014, 06:19:53 AM
Quote from: RedKetchup on November 09, 2014, 06:03:41 AM
yeah i did all his toolbars :) the way i am always doing them, a bit sligtly different :)

My programming teachers would be ashamed of me, but I am so grateful that @RedKetchup could help me!
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 09, 2014, 06:24:51 AM
I am glad you got the help that you needed, @JamieIdle2.0.
Title: Re: MOD: Specialized Trading Ports
Post by: Nilla on November 10, 2014, 02:51:33 AM
I am sorry to be the bad girl but again.  :-[

I am sure, I am not the only one, that don't find everything just great. But it seems I am more or less the only one, who dares to tell. That doesn't mean that I do not appreciate your work. It is quite the opposite. If I didn't like it, I wouldn't care and I wouldn't say one thing. ( I am sure @RedKetchup is really mad with me because I sometimes criticise his work. I do this because I really love what he is doing   :'(  )

Please @JamieIdle2.0 don't be mad at me, I think your specialized ports have some problems, if you want to use them for a big trading economy (I think this is what you want, I mean not problem, but a possibility to use them in a big trading economy)

In the following I will talk about a big trading economy. If you only want to use trade as a supplement to the normal way to support the people, I am sure it works well. I am also not talking about the CC-mod. (one thing I really do not want to say anything about  ;) )

The idea that the merchants buy the things they sell to a lower price is interesting, and it seems to be quite real life, too. Why should anyone want to buy something he sells to the same price? On what should he live?

But

This makes ale- and wood to the only main export-goods again, especially if you want to use the automatic trade function.   :-\

What is if you want to use the creamery- and bakery- products? You buy milk from the Fruit and Protein Merchant or grain from the Vegetable and Grain Merchant, but you cannot sell the products you produce to the same merchant, if you want a good price. ( I suppose Cheese=protein, Bread=grain ) You may solve this with a variety of products, (sell the cheese to the grain-guy, bread to the milkman and ale to the general food-guy) but than you must trade fully manual and also have a lot of different goods in each port. So again if you want to build big ; It's ale! And I don't think, this is what you wanted.

Another "problem" you get in a big economy, if you combine farming and trade (@irrelevant did it that way in his 6000-pop town, and so did I in my biggest settlement) You are more or less selfsufficent on grain and vegetables and buy fruit and nuts (or other cheap protein). If you build Food-Ports, 1 of 3 tradesmen will be uninteresting (OK a bit better than 2 of 5 in the vanilla-version) but still annoying. And again; I don't think you wanted this.

Do I have any suggestions how to change this?

Not really. As i said in my other thread; It is quite an impossible task to change the trade in a way that it fits into each different kind of game. But maybe one thing; if the fruit-guy would pay less for ale, it would make it more compareable to cheese and bread. And perhaps think about, if it is really nessesary/interesting to have these 3 different merchants, all bringing food.
Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on November 10, 2014, 04:38:56 AM
@Nilla based on your feedback I made the following changes: Food merchants no longer buy back what they sell at a reduced price. This makes bread and cheese more viable trade items since you can't distinguish raw goods like grain from processed goods like bread. I did the same thing for the merchants that sold textiles.

http://banishedinfo.com/mods/view/613-Specialized-Trading-Posts#description
Title: Re: MOD: Specialized Trading Ports
Post by: Elfecutioner on November 15, 2014, 08:39:35 AM
QuoteYou guys are serious masochists! I not only auto-trade after 6 or 8 ports, I'd like to find a way to eliminate that infernal bong, bong, bong every time a merchant lands.

You can manually select which categories you want to trigger event notifications. Unfortunately, merchants falls under the category of all town events, which includes nomads.
Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on November 17, 2014, 07:44:44 AM
Quote from: Elfecutioner on November 15, 2014, 08:39:35 AM
You can manually select which categories you want to trigger event notifications. Unfortunately, merchants falls under the category of all town events, which includes nomads.

Exactly. What I hope for someday is a more fine-tuned notification system. Early in the game I want to know when traders arrive, later not so much so. And I always want to know when nomads show up. I can dream, eh?
Title: Re: MOD: Specialized Trading Ports
Post by: Nilla on November 19, 2014, 03:49:05 AM
Now @JamieIdle2.0, I am finally testing your specialized trading ports  (made a couple of weeks Banished brake). And I can say; work well so far.

I try them in my game with no schools, so the conditions are a bit special, but I think it would work similar (or better) in a normal game. This game is normal in another aspect. It is not a trading-game. I use trade as a supplement to my own production. I am in year 34, almost 800 people. I have 7 trading ports. I built them in this order:

General Trading port (vanilla) (why do everybody call the original for vanilla ??? in my world that's a spice for cakes and deserts)
Raw Material
Food
Food
Raw Material
Finished Goods
Food

I noticed one big difference between the old port and this specialized ones at the beginning (until about 200-300 people ?): The vanilla merchant brought a lot more stuff, than the specialized ones. It is not bad, much more balanced than the original.

The most agreeable thing with the Food and especially the Raw Material Ports is, that you know, that there will be another load of goods next year. You don't have to buy much too much, just in case.  I order logs, iron, stone and wool. The merchant brings all of it every year, sometimes more, sometimes less, but at least so far, always enough. I don't buy  very much food yet. Mostly I need cherries. But I also order wheat, milk and honey. Even if I do not buy from every merchant yet, everyone will be useful later.

The one that doesn't please me, is the Finished Goods Port. In this game with the uneducated work force, tool production is a big problem. I want to buy tools! That's the reason I built the Finished Goods Port. I have had it about 8 years so far and except once (as I ordered the tools) there has only been textile merchants! And they bring .......wool !!!!!(finished goods????????) I don't know if it is bad luck or if this port is meant to be used more or less only with the CC mod. I would prefere one merchant, that only bring finished goods (if I want wool, I buy it from the rawmaterials guy). One more thing about this port; the merchant only pay 6 for ale. I don't know if it is intentional. I haven't seen it anywhere else. It doesn't bother me, just want to tell you.

I will go on playing this game for a while. If I make more observations, when it grows bigger, I will tell you.
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 19, 2014, 04:33:20 AM
Calling something unchanged "vanilla" probably comes from the world of ice cream, where all flavors start with "plain vanilla" ice cream.  I personally have been calling the buildings that came with the game "standard" or "original".
Title: Re: MOD: Specialized Trading Ports
Post by: chillzz on November 19, 2014, 08:57:06 AM
[off topic]
yes and no on the ice cream, because most flavours don't even contain or start from vanilla..
however plain - vanilla, was the standard / cheapest taste of ice (in the Americas ?) due to artificial vanilla. basically, 'plain vanilla' became a typical American English synonym for normal, bland, common, ordinary, simple etc.

and yes original/standard fits much better.
Title: Re: MOD: Specialized Trading Ports
Post by: Nilla on November 19, 2014, 09:17:41 AM
Thanks for the explanation @slink and @chillzz . It is probably so. I personally like the Italian kind of icecream better than the American and that is not based on vanilla, so I couldn't find this explanation myself.

Now I must tell. I did complain this afternoon, that I got no tools in the Finished Goods Port. I just start the game again and the first merchant boat I look into on that port...........

brings 1000 very badly needed tools  (70 tool-less persons) :)

It has happened before. If you have some problems; make some complains in this forum and try to play again.

This game has a soul!   :D ;D :o ??? :-\ :D ;D
Title: Re: MOD: Specialized Trading Ports
Post by: slink on November 19, 2014, 12:36:34 PM
Quote from: chillzz on November 19, 2014, 08:57:06 AM
yes and no on the ice cream, because most flavours don't even contain or start from vanilla..
I find either vanilla ice cream listed explicitly in the description, or vanilla/vanillin listed as an ingredient, in every flavor in my freezer (Chocolate Caramel Commotion (brown base), Mint Chip (green base), Butter Pecan (yellowish white base), and Cookies and Cream (white base)).
Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on November 19, 2014, 12:40:46 PM
Quote from: slink on November 19, 2014, 12:36:34 PM
I find either vanilla ice cream listed explicitly in the description, or vanilla/vanillin listed as an ingredient, in every flavor in my freezer (Chocolate Caramel Commotion (brown base), Mint Chip (green base), Butter Pecan (yellowish white base), and Cookies and Cream (white base)).

Now THAT is what I call a freezer!  :D

I'd accept an invitation to a home with that sort of selection any day--though a bit hard to get out today. We're not in as bad a shape as Buffalo, but the weather seems to think it's February instead of November. I guessed wrong this year and my appointment for winter tires isn't until Friday morning.

By the way, have you thought of adding Pralines and Cream to your selection? Then I'm in for sure.  ;D
Title: Re: MOD: Specialized Trading Ports
Post by: chillzz on November 19, 2014, 01:38:50 PM
Quote from: slink on November 19, 2014, 12:36:34 PM
I find either vanilla ice cream listed explicitly in the description, or vanilla/vanillin listed as an ingredient, in every flavor in my freezer (Chocolate Caramel Commotion (brown base), Mint Chip (green base), Butter Pecan (yellowish white base), and Cookies and Cream (white base)).
Wow, nice selection of ice-cream tastes :D But must be either a manufacturer thing (easier) to have vanilla as base or as ingredient, or must be a 'local/national' taste.  In all the recipes I found (and used while I was a part time cook during school/study), and assortments in my freezer I cannot find any vanilla  in the ice cream, except of course the vanilla ice cream ;)
chocolate ice cream : dark chocolate, full fat milk, cream, sugar, egg yolks.
Lemon ice cream : lemon juice, lemon zest, sugar, milk, cream, egg yolks.

to go back to our favorite game : isn't there a mod with ice cellars/cave, so we can collect ice in winter and keep everything (ale, fruits, meat) in cold storage.. and maybe even an medieval ice cream shoppe :P (cream, fruit + ice) = icecream..
Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on December 05, 2014, 10:47:02 AM
A bit of a report. I'm currently working on a town where I have used the modded TPs. I started with 1, then 2, seed and livestock TPs. The merchants came regularly, but the luck of the draw kept them from going crazy. I started on medium with wheat and beans. The first merchant brought sheep, so I started a herd. Then, wouldn't you know it, for the next several game years merchants brought nothing but wheat, beans and sheep. It took quite a while to get all the seeds and livestock. After I had all the seeds and livestock I tore down the two original TPs and replaced them with one food and one "finished goods" TP in case of emergencies. I've stocked those with ale but haven't bought much.

As this was going on I was able to get apple and ale production going, so I built 1, then a second, then a third "raw materials" TP where I gave orders to buy stone and iron. At one of the TPs I put in an order for stone and iron. After about ten game years I was so inundated with stone and iron I had to suspend buying and end orders. 16,000+ stone! from 3 TPs! These things are super efficient. For a time they were going through ale faster than I could get it produced, so I eventually had 7 breweries making hard cider from 12 3X15 orchards. Now that I've had to reduce purchases, I also limited ale production (don't want the drinking to interfere with work, after all) and I have more apples than I know what to do with.

So, my experience is that I can do with 5 TPs what used to take 15 or more. I'm now at about 400 or so citizens and we'll see when I need to resume active trading to supply the needs. Even after 3 or 4 game years with no purchases I still have 14,000 stone and 5,000 iron. I might start buying some logs, but so far clearing for farms and pastures has supplemented my foresters enough to keep builders and woodcutters both happy.


Title: Re: MOD: Specialized Trading Ports
Post by: JamieIdle2.0 on December 06, 2014, 09:01:53 PM
Quote from: rkelly17 on December 05, 2014, 10:47:02 AM
A bit of a report. I'm currently working on a town where I have used the modded TPs. I started with 1, then 2, seed and livestock TPs. The merchants came regularly, but the luck of the draw kept them from going crazy. I started on medium with wheat and beans. The first merchant brought sheep, so I started a herd. Then, wouldn't you know it, for the next several game years merchants brought nothing but wheat, beans and sheep. It took quite a while to get all the seeds and livestock. After I had all the seeds and livestock I tore down the two original TPs and replaced them with one food and one "finished goods" TP in case of emergencies. I've stocked those with ale but haven't bought much.

As this was going on I was able to get apple and ale production going, so I built 1, then a second, then a third "raw materials" TP where I gave orders to buy stone and iron. At one of the TPs I put in an order for stone and iron. After about ten game years I was so inundated with stone and iron I had to suspend buying and end orders. 16,000+ stone! from 3 TPs! These things are super efficient. For a time they were going through ale faster than I could get it produced, so I eventually had 7 breweries making hard cider from 12 3X15 orchards. Now that I've had to reduce purchases, I also limited ale production (don't want the drinking to interfere with work, after all) and I have more apples than I know what to do with.

So, my experience is that I can do with 5 TPs what used to take 15 or more. I'm now at about 400 or so citizens and we'll see when I need to resume active trading to supply the needs. Even after 3 or 4 game years with no purchases I still have 14,000 stone and 5,000 iron. I might start buying some logs, but so far clearing for farms and pastures has supplemented my foresters enough to keep builders and woodcutters both happy.

Opinion Overpowered or helps save tedium and free up valuable river real estate? Tweaks or suggested modications?
Title: Re: MOD: Specialized Trading Ports
Post by: rkelly17 on December 09, 2014, 07:50:26 AM
Quote from: JamieIdle2.0 on December 06, 2014, 09:01:53 PM
Opinion Overpowered or helps save tedium and free up valuable river real estate? Tweaks or suggested modications?

In my opinion (flawed though it may be) the specialized TPs are great just the way they are. Definitely saves tedium and makes settlements look more realistic. Seriously, how many frontier settlements had 30 docks along the river? If I can do with 5 TPs what used to take 20 or more, I'm all for it. I wouldn't change them at all.

I think that the secret is that each variety of TP attracts the appropriate merchants and you don't have to put up with all the seed merchants who come after you have all the seeds, etc. Some may see that as a cheat, but for me it just makes for much less irritation than the vanilla TP. That being said, the (expletive deleted) seed and livestock merchants still seem to specialize in what you already have--one of the perverse jokes of the Great God RNG, I suppose.
Title: Re: MOD: Specialized Trading Ports
Post by: irrelevant on December 13, 2014, 04:51:28 PM
@JamieIdle2.0 did you take all your TP mods down? :(
Title: Re: MOD: Specialized Trading Ports
Post by: Paeng on December 13, 2014, 08:37:10 PM
Quote from: irrelevant on December 13, 2014, 04:51:28 PMdid you take all your TP mods down?

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


* You probably missed it because the sorting of BI is not really working too well...