Improvised Trading System - Trader Building Mod

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Viktor.96

Corporal
Nov 3, 2019
38
0
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 (^_^)
25.png 1-3.png 4-6.png 7-9.png 10-12.png 13-15.png 16-18.png 19-21.png 22-24.png
 
Last edited:

ichadwick

Second Lieutenant
27 Badges
Jan 1, 2018
133
0
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Victoria 2: A House Divided
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
How do I get this mod installed through manual installation?
Ellacharmed's guide to using and installing mods helped me: I can't post the link (says it's spam) but she has a wordpress blog about it (ellacharmed.wordpress). The post is titled how-to-use-mods-in-surviving-the-aftermath



her guide helped me.
 

Viktor.96

Corporal
Nov 3, 2019
38
0
How do I get this mod installed through manual installation?
Yep, I learned from her Guide too.
It is from Her Guide.
Go to \Documents\Paradox Interactive\Surviving the Aftermath\ and create a Mods folder.
Copy + Paste the downloaded .mod file(s) from your Downloads folder into this Mods folder.
You can rename the mod file to better reflect the file contents if you want, just keep the .mod file extension. If you cannot see the file extension, put a tick in the Filename extension checkbox in the Show/Hide panel, under the View menu.
Start the Launcher. Do not enable Mod in Launcher by clicking Mods. Enable them through main menu in game
 

matti_ifs

First Lieutenant
Iceflake Studio Dev
Aug 5, 2019
252
97
Viktor.96, my hat's off to you, sir. That's some mighty clever application of the recipe system. o_O

Gonna give it a shot when I'm back at the office.
 
Last edited:

Viktor.96

Corporal
Nov 3, 2019
38
0
Viktor.96, my hat's off to you, sir. That's some mighty clever application of the recipe system. o_O

Gonna give it a shot when I'm back at the office.
Haha, yeah praise me more)
I felt very exited about the idea, glad I made it.
I also have something to mention about it.

WONDERFUL IDEA. I know you can do something amazing. Listen to this interesting idea. Now remember how we got Seeds via encounters. We can get trade recipes like that too. Isn`t it wonderful? And event will be triggered when specialist reached certain location like "He sent us here to set up trade route!" It can be also requirement that Bandits must also be cleared on the route, but thats tricky. Unfortunately, I don'nt know how to create this encounter system.

Now. Current limitation is 24 Recipes that are VISIBLE. BUT, I can make more. (Tried 30 by the way) Trick is - you will need to use arrows on keyboard to chose recipes 25-30 and so on. Better with a controller by the way.
The question is - Can it be expanded to match building description? It might add 18 more VISIBLE options at least. I also didn`t test the maximum Recipes can be.
See the picture.
1.png

Also, colonists can carry only 12 planks at a time. But if I want them to carry 36 planks to the building while having 40 planks in the Colony. It is impossible. Not sure if that intended or coincidence.
I described it in my post here.
https://forum.paradoxplaza.com/foru...s-to-custom-building-to-process-them.1276282/


EDIT. So, it is possible to make even 100 Recipes and select them using arrows.
Also, IMPORTANT. Arrow function is broken a bit. UP and DOWN goes wrong. It goes not just Y+1/
Y-1. It goes Y+1, X+1 with UP arrow, and Y-1, X-1 with DOWN arrow. Controller seems to be alright.
 
Last edited:

Viktor.96

Corporal
Nov 3, 2019
38
0
I have people getting stuck working when they work at this building, eventually starving to death. Their task says working and they are assigned to the trade building.

Interesting, how often do they stuck in the building? Do your colonists also stuck in other buildings?
I, personally, experienced stuck situations but not with the trader building.
 

Pegpelvispete

Private
18 Badges
Mar 15, 2015
20
0
  • Cities in Motion 2
  • A Game of Dwarves
  • Cities: Skylines Deluxe Edition
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • BATTLETECH: Flashpoint
  • Surviving Mars: First Colony Edition
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
It was only 1 person at the time, I have had the stuck issue on an old colony but this time it was just him. I haven't tried with the scavenge building yet cause I can only get the trader to show up. It has happened twice but the new colonist seems to be working fine for now.
 
Last edited:

Viktor.96

Corporal
Nov 3, 2019
38
0
It was only 1 person at the time, I have had the stuck issue on an old colony but this time it was just him. I haven't tried with the scavenge building yet cause I can only get the trader to show up. It has happened twice but the new colonist seems to be working fine for now.
Thank you for your reply. Soon you will be able to use 2 mods at the same time)