IMPORTANT! Now it is working just Great!
Improvised Trading System that will allow you to exchange 24 combinations of resources! Just choose what you want to sell and get. Trader will do the thing!
Improvised Trading System! You already know some places outside, so why can`t you Trade goods somewhere? Now you can. Provide Trader with goods you want to sell and tell them what you need. He will get it for you!
Trader will trade your goods for Requested ones. Trader will help you to maintain healthy Colony by trading with other Societies!
Let me introduce Improvised Trading System that will allow you to exchange 24 combinations of resources!
Now you can mass-produce Plank/Parts/Vegetables to exchange them! This building does not generate any resources. It exchanges them for other ones.
Building has 24 Trade Options:
1. (24Vegetable=15Fiber)
2. (24Vegetable=18Concrete)
3. (24Vegetable=15Metal)
4. (24Vegetable=5Tools)
5. (24Vegetable=5Cloth)
6. (24Vegetable=4Component)
7. (24Vegetable=4Parts)
8. (36Vegetable=Medkit(1+1+1)
9. (12Plank=10Plastic)
10. 1(2Plank=9Fiber)
11. (12Plank=10Concrete)
12. (12Plank=9Metal)
13. (12Plank=3Tools)
14. (12Plank=3Cloth)
15. (12Plank=2Component)
16. (12Plank=2Parts)
17. (12Plank=50Junk)
18. (12Plank=10Vegetables(Corn)
19. (5Parts=5Tools)
20. (5Parts=5Cloth)
21. (5Parts=4Components)
22. (5Parts=1Medkit(1+1+1)
23. (5Parts=24Vegetables(Corn)
24. (24Vegetables=20Plank)
All 24 completely usable on PC and with a Controller.
· Reason for exactly These values will be explained below.
· Production can be paused (||) in building options.
· Accepts ANY Vegetable (Corn/Peanut/CannedFruit/etc.) and ANY Meat (Venison/Fish/Jerky). But the number Has to be of one type of Good. (5potatoes+19corn won’t do)
· Building cost is (4Plank+4Plastic+10Metal). Demolition will return HALF of resources.
· Changing Salvage option will return food to the storage.
· More immersive if built near the Gate. Warehouse and Stockpile should be built near Caravan Center to store resources.
· For more immersion, build Trade Center first.
· Production time was made fast enough, but there is still time to Cancel Trade operation.
· You can now Concentrate on producing Plank/Parts/Vegetables to trade them for goods.
Values of Goods were based on Resource Values in resource descriptions
Resource-Value
Vegetable*-50
Meat-50
Plank/Firewood-50
Plastic-50
Metal-50
Concrete-50
Fiber-70
Junk-1(I made it 5)
*Peanut/Soybean-100(Not used in this mod)
Tools-200
Cloth-200
Component-250
Parts-250
Medicine-500
Iodine Pills-500
Antibiotic-500
**Player will have 15-20% disadvantage at barter rate.
Another issue – only 12 Plank and 5 Parts can be carried by one Colonist. Such trading numbers will make the work smooth.
https://mods.paradoxplaza.com/mods/1515/Any
Some Screenshots included.
YOUR FEEDBACK is much appreciated (^_^)

Improvised Trading System that will allow you to exchange 24 combinations of resources! Just choose what you want to sell and get. Trader will do the thing!
Improvised Trading System! You already know some places outside, so why can`t you Trade goods somewhere? Now you can. Provide Trader with goods you want to sell and tell them what you need. He will get it for you!
Trader will trade your goods for Requested ones. Trader will help you to maintain healthy Colony by trading with other Societies!
Let me introduce Improvised Trading System that will allow you to exchange 24 combinations of resources!
Now you can mass-produce Plank/Parts/Vegetables to exchange them! This building does not generate any resources. It exchanges them for other ones.
Building has 24 Trade Options:
1. (24Vegetable=15Fiber)
2. (24Vegetable=18Concrete)
3. (24Vegetable=15Metal)
4. (24Vegetable=5Tools)
5. (24Vegetable=5Cloth)
6. (24Vegetable=4Component)
7. (24Vegetable=4Parts)
8. (36Vegetable=Medkit(1+1+1)
9. (12Plank=10Plastic)
10. 1(2Plank=9Fiber)
11. (12Plank=10Concrete)
12. (12Plank=9Metal)
13. (12Plank=3Tools)
14. (12Plank=3Cloth)
15. (12Plank=2Component)
16. (12Plank=2Parts)
17. (12Plank=50Junk)
18. (12Plank=10Vegetables(Corn)
19. (5Parts=5Tools)
20. (5Parts=5Cloth)
21. (5Parts=4Components)
22. (5Parts=1Medkit(1+1+1)
23. (5Parts=24Vegetables(Corn)
24. (24Vegetables=20Plank)
All 24 completely usable on PC and with a Controller.
· Reason for exactly These values will be explained below.
· Production can be paused (||) in building options.
· Accepts ANY Vegetable (Corn/Peanut/CannedFruit/etc.) and ANY Meat (Venison/Fish/Jerky). But the number Has to be of one type of Good. (5potatoes+19corn won’t do)
· Building cost is (4Plank+4Plastic+10Metal). Demolition will return HALF of resources.
· Changing Salvage option will return food to the storage.
· More immersive if built near the Gate. Warehouse and Stockpile should be built near Caravan Center to store resources.
· For more immersion, build Trade Center first.
· Production time was made fast enough, but there is still time to Cancel Trade operation.
· You can now Concentrate on producing Plank/Parts/Vegetables to trade them for goods.
Values of Goods were based on Resource Values in resource descriptions
Resource-Value
Vegetable*-50
Meat-50
Plank/Firewood-50
Plastic-50
Metal-50
Concrete-50
Fiber-70
Junk-1(I made it 5)
*Peanut/Soybean-100(Not used in this mod)
Tools-200
Cloth-200
Component-250
Parts-250
Medicine-500
Iodine Pills-500
Antibiotic-500
**Player will have 15-20% disadvantage at barter rate.
Another issue – only 12 Plank and 5 Parts can be carried by one Colonist. Such trading numbers will make the work smooth.
https://mods.paradoxplaza.com/mods/1515/Any
Some Screenshots included.
YOUR FEEDBACK is much appreciated (^_^)
Last edited: