Mods / Useful Traders
Author: BrownishStorm
Side: Both
Created: Feb 10th at 2:59 AM
Last modified: Oct 10th at 2:58 PM
Downloads: 18930
Follow Unfollow 415
Latest release (for Vintage Story 1.21.1, potentially outdated):
usefultraders-v2.3.1.zip
1-click install
The Main Problem:
It's always cool when you find a trader, but then you look at the trades and see that they want to buy things that you can't source yourself. In other words, they want to buy things you cannot make, they want things other traders sell, or things that can only be found in ruins. Often, though, you can't find the right trader who sells what you want to buy, or you don't find the needed loot in ruins. So what is the result? You never use the trader because you can never get enough gears to buy anything you want from them. Solution? This mod.
The Solution - What This Mod Does:
This mod removes all requests from traders to buy things that can't be sourced reliably.
That means no trader will ask to buy a cracked vessel. They also won't try to buy clothes that you can't make, they will go to the clothing merchant for that, like you have to. The goal here is to have them request things that you can actually provide. If you can't make it, they don't buy it. The only exception is the luxury and treasure hunter traders, who, by implication, buy things that can't be easily acquired.
This does not eliminate the possibility of setting up supply lines between the traders; it simply means that if you can't find someone selling what the first trader wants, you have the option of making it yourself.
Additionally, another goal is to identify and add items that they should be selling or buying, but currently are not in vanilla.
For example, with this mod, the agricultural trader can now sometimes offer to sell you a populated skip of bees.
Secondary Problem:
They are so far away, and if you build a cool castle marketplace, you can't get traders to populate it.
The Secondary Problems Solution - What This Mod Does:
You can now purchase a trader spawn to set up a stand where you want. When trading with a merchant, you will sometimes find that you can purchase a merchant spawn of the same variant that you are currently speaking with. You'll take that purchased trader spawn and go back home, where you have built a cool stand or shop, and place them there - keeping in mind that TRADERS ARE LIMITED TO A 4 BLOCK RADIOUS OF WHERE YOU SPAWN THEM. This radius is vanilla, and why the traders never run out of their carts and get killed by monsters. The logic here is that you are investing in them to set up another shop where you want. One day, I hope to tie this to a dialogue option for immersion.
Note:
This mod is still in production. Its at a state good enough for me to add it to my server and play with, which is why its being posted now, but I'm not done with it.
So, feedback is encuraged If;
You find them wanting to buy stuff that is unproducible, excluding the luxury trader.
You want them to sell something they don't, suggest it and I will consider it.
Known Issues/Bugs:
- blacksmith apron and stained poncho, possibly removed by accident.
- A serious revision of all trades is needed to ensure that those players who like setting up trade routes can do so. I am working on this one right now.
Update Tracking:
Click the files tab. You'll see that this mod is updated relatively frequently, and those updates often come in intense batches whenever I return to hyperfocus on this mod.
Planned Updates:
To do 1 - Make a spreadsheet so I can better track who buys/sells what for how much.
v2.3.2 - Using the spreadsheet review trade prices to ensure trades make sense and allow for effective trade routes. Per request; "~take a look at the named traders in Nadiya? Even if it's just to add to the amount of gears they keep, Agneiszka for example will offer to buy more iron than she can afford to pay you for, and some of the villagers don't buy anything at all (Tad the barber surgeon, Gerhardt the hunter, Wall the alchemist)."
v2.4.0 - Add Jeweler and maybe Tailer. Spawns are to be purchased from the luxury and clothing traders, respectively. Rebalance trades if necisarry.
v2.5.0 - Teach myself how to add and set up a config file in the game files so people can tweak prices and stuff as they wish. I may or may not actually do this depending on the amount of work it turns out to be.
To be honest, I don't understand the need, as I figure if a user is confident enough to open the game files to edit a config file, they can edit the mod files directly. That's what I do with mods I want to tweak. You all have my full permission to modify this mod for personal use.
The fact is, it's a server-side mod, so while I haven't tested this in multiplayer, I assume that as long as the computer hosting the game has the modified files installed, everyone on the server should receive the custom modified prices.
I will only have a problem with someone using my code if they then post that forked/edited version without my permission. If I were to give my permission, I would want to link your forked version to the description of this one and vice versa, so I can get some credit, as that's all we modders really get out of doing what we do.
FAQ:
Q: Can I add this to an existing save?
A: Yes, note that you may have to wait for thier stock to refresh if you have already discovered that trader. Once it refreshes, their trade options will be pulling from this mod instead of the vanilla file.
Q: Is this mod compatable with ___?
A: I don't know. If I were you, I would download both mods and then create a new creative test world to find out. I do this every time I add any new mod to my playlist. Once I am sure they are compatible, then I will launch my old survival save.
Users have reported the following mods as being compatible after they tested them together on a test world:
If you like this mod:
Try Drifters Have Loot - Vintage Story Mod DB
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 2.3.1 | 6882 | Sep 15th at 6:57 PM | usefultraders-v2.3.1.zip | 1-click install | ||
|
Thanks to Reizeron's help I figured out what I was doing wrong and the Forester will now also sell fruit tree cuttings! | ||||||
| 2.3.0 | 251 | Sep 15th at 1:17 AM | usefultraders-v2.3.0.zip | 1-click install | ||
|
Added Forester trader that can be purchased from the Agricultural trader. Forester will sell tree seeds and burry bushes. I tried for 5 hours to get them to sell fruit tree saplings but acording to dev mode they all have the same code so... I can't get it to work. | ||||||
| 2.2.0 | 9778 | Feb 14th at 9:08 PM | usefultraders-v2.2.0.zip | 1-click install | ||
|
Added Mason! Alright this one is kind of a big update. Why? I like building with stone. From the Buildings Supply trader you can now purchase a Masonary Supply trader for 100 gears. This guy sells mortor and blocks. He also sells a spawn for the master mason for 25 gears. He has the fancy blocks. The master mason also sells apprentice stonemasons for 10G and they specilize in different areas. They sell more apprentice spawns for 5G and so on until all the possible stone blocks have a trader where you can relyable purchase stone blocks for cheap. We are talking a stack of 64 for 3G. | ||||||
| 2.1.0 | 796 | Feb 12th at 1:56 AM | usefultraders-v2.1.0.zip | 1-click install | ||
|
Added Chef! The chef is a specialist trader whose spawn can be purchased from the agricultural trader for 100 gears. He buys raw food and sells cooked food. Todays special; Pemmican! | ||||||
| 2.0.0 | 134 | Feb 11th at 10:55 PM | usefultraders-v2.0.0.zip | 1-click install | ||
|
Added the paintings trader. This trader is an artisan that specilizes in paintings and tapestries! The paintings trader will not spawn naturally, the only way to get this trader is to purchase a spawn from the artisan trader. | ||||||
| 1.0.6 | 113 | Feb 11th at 9:17 PM | usefultraders-v1.0.6.zip | 1-click install | ||
|
Revised Luxuries, Treasure Hunter, and Clothing Trader trades. At this point I am actually leaving them pretty much as is. The only change I made was to remove paintings being sold by the treasure hunter as the painter will have all that. For the most part they are already good to go. I am holding off on doing more on these guys until I am able to add new specialist traders such as the painter. Based on my review I think in the future I will add a jeweler and maybe a tailer for fancy uncraftable clothing. | ||||||
| 1.0.5 | 395 | Feb 11th at 1:46 AM | usefultraders-v1.0.5.zip | 1-click install | ||
|
Revised the trades for the survival goods trader and the commodities traders. Their trades work well together and with the other traders. | ||||||
| 1.0.4 | 90 | Feb 11th at 12:50 AM | usefultraders-v1.0.4.zip | 1-click install | ||
|
Revised Furniture Trader and Building Supply Trader. The building supply trader now buys logs and sells boards. The furniture trader now buys boards and then sells furniture. The furniture trader no longer sells fire clay, becuase that doesn't make sense. You can buy that now from the artisan trader. The furniture no longer sells paintings, paintings will be sold by the soon to be added painter. | ||||||
| 1.0.2 | 96 | Feb 10th at 11:13 PM | usefultraders-v1.0.2.zip | 1-click install | ||
|
Revised the Artisan Trader. The artisan trader purchases ingrediants that are used in producing dyes and clay products. He sells decorated clay products and banners. He should be thought of as a pottery trader. The vanilla trades are focused on claymaking art and if I add to many things to his sell list then it will be difficult to find what you want to buy. In the future I hope to add a painting trader to take over banners and sell paintings. | ||||||
| 1.0.1 | 153 | Feb 10th at 7:56 PM | usefultraders-v1.0.1.zip | 1-click install | ||
|
Agricultural trader revised, he sells seeds and other farming supplies. He buys farming produce like carrots and berries to make seeds because apparently we aren't smart enough to do that ourselves. He does not sell food. He is an agricultural supplier, not a chief. | ||||||
| 1.0.0 | 242 | Feb 10th at 3:10 AM | usefultraders-v1.0.0.zip | 1-click install | ||
|
First Release. Removed requests from traders to buy cracked vessels and clothing that you can't produce. You can also purchase different trader spawns from the appropriate traders for 50 gears. Now you can build that marketplace you always wanted to! | ||||||
BearBerryCloth no idea if you still need it but maybe somebody else will. The only way I'm aware of is:
.clientConfig showEntityDebuginfo - to see entity id, yes with a dot
/entity removebyid entityid - switch entityid with the id of the trader you want to delete, then use the the command above again to hide the id's
Has worked for me before. This does not hoever remove the land claim from wherever the og traders generated.
How to I remove traders after I've placed them? I don't want a second forestry trader in my house and he CANT DIEE
I suggest a config for the traders, to disable, x2, x4, x10 price.
BrownishStorm Sorry for the late reply, currently we have the traders priced from around 100 Rusty gears up to 800 Rusty gears for the top end traders. Our server is quite large so the Econ for gears is in lack for better words, busted.
MajinDark , I would like your feedback on the pricing for the traders. Right now I have copies of vanilla traders at 50, specialists at 100, then each journeyman or apprentice under the specialist gets cheaper the farther down the tree. What were you imagining for your server?
SerasV - I am comparing my code and the vanilla code side by side right now. They both have the treasure maps as an item that the treasure hunter will sell. Either you're very unlucky, or there is some story event somewhere that I don't know about that blocks that trade until you get to that point in the story?
So according to the wiki the treasure hunter sells treasure maps but I have never seen them have it. I have visited 3or 4 treasure hunters and their stock has rotated at least a dozen times now.Am I unlucky? Does the mod get rid of it? or is the wiki outdated?
Arisilde: I'm sorry, but there isn't. I have really no idea how I would implement that. I assume it's beyond the JSON coding I am doing here for this mod.
DesolateRose: Yeah, I know the pricing is messed up with the Rancher. I was kinda just throwing it in there, as in-game, I was going nuts over trying to get a goat. I had been trying to make a different mod to make the in-game traps catch more animals, but it was fighting me. I got frustrated and just added a Rancher to this mod instead. Because I did it so fast and somewhat violently (haha) all the animals are at the same price, I think? It was a while ago. I didn't put much thought into the pricing; I'll adjust it. Any suggestions on pricing for them? I want them to be expensive to represent how getting animals in vanilla is so difficult, while also reflecting that a chicken shouldn't cost as much as a goat.
@everyone else: Right, I accept that the pricing needs a review, as some items aren't matching up as they should. When I first started the pricing, I tried to base it on vanilla pricing as closely as possible. Traders sell high and buy low. But over time, because I don't have a nice spreadsheet, things got wacked in some areas. I'm gonna set up a spreadsheet with everything on it to more easily track who sells and buys what for how much. Once I do that, it should be easier to fix any inconsistencies. I prefer Microsoft Excel, but I can also share a copy of the spreadsheet on Google Sheets so everyone can view it.
Also, yes, I see lots of people want a config file at the very least. I will add teaching myself how to set that up to my to-do list.
Though, to be honest, I don't understand the need, as I figure if a user is confident enough to open the game files to edit a config file, they can just edit the mod files directly, like I do with mods I want to tweak. You all have my full permission to modify this mod for personal use. The fact is, it's a server-side mod, so while I haven't tested this in multiplayer, I assume that as long as the computer hosting the game has the modified files installed, everyone on the server should receive the custom modified prices. I will only have a problem with someone using my code if they then post that forked/edited version without my permission. If I were to give my permission, I would want to link your forked version to the description of this one and vice versa, so I can get some credit, as that's all we modders really get out of doing what we do.
Reizeron I like your ideas, and I'll look into them after setting up a spreadsheet so I can more easily see what's going on. Adding the ability to sell jugs of mead might also provide a real reason to build the new big pottery kiln they added to vanilla. Removing the blacksmith's apron and poncho might have been a mistake. I think I might have thought they couldn't be crafted by the player and removed them, or I might have been thinking of moving them to another trader; I'm not sure. I will make a note of it and look into it after I get more organized.
Is there any way to pick a trader back up, or at least remove one and spawn a new one through creative? I can't find any definitive information.
I really like the balance on the vanilla traders, but those specialized masonry trader variants are almost like playing VS on a Creative mode... dirt chip full stacks of processed stones at a request... they remove the need to actually do what this game is about.
Is it possible to turn them off?
"This does not remove the possibility of setting up supply lines between the traders"
Yeah it kinda does since the prices are backward. Everything sold by traders with this mod becomes 2x or 3x the price other traders will buy them, meaning trying to do that will only cost you money. For example a survival goods merchant will sell you a falx for 12ish gears but the only guy that will buy one is a treasure hunter but he'll only pay 6 or 7 gears at best.
A config would be nice to have so we can adjust stuff as we like but at the least the prices need fixing
hi! i really like your mod but the ranchers prices need to be reconfiguered, a chicken should not cost as much as a elk all of the animals are 100 gears and thats kind of an insult ontop of an injury after already spending 100 gears to buy the rancher
Hello! Was curious if it is possible to adjust the prices for certain items, as a configuration file does not populate in the mod config
folder. We would like to implement this on our server and adjust the price for some of the actual traders for more than 50 gears, trying to implement a rusty gear sink etc in our economy.Hey I tested it in a creative world and it does indeed work with rustbound and the trader phone!, also why is the agricultural trader so expensive for crops? a whole stack of grain for 1 gear when you could just turn that into bread and get more from commodity or treasure hunter is a little strange :P I do like the 16 of any veggies though but i've yet to see a price above 1 gear
BrownishStorm No problem! I like the idea of this mod, happy to help.
One thing I'd like to see more in traders, would be for them to focus on buying your surplus items. But not just any surplus, preferrrably it would be items that Seraphs would need to process first, giving them more reason to engage in different gameplay loops they might not otherwise.
For example, I currently have a good fruit and berry orchard and thus more fruits and fermented alcohol than I could ever use - because of this I pretty much stopped harvesting and juicing at all, and it just sits there in barrels taking space and collecting dust. Would be pretty nice if there was a trader that would reliably buy alcohol, maybe in jugs, that would give me a reason to use my fruit press and distillery again. Same with the jam, I think it would make more sense if traders were more interested in buying food with longer shelf life. Now, the question is, which traders would be most interested in buying alcohol? Luxuries maybe? I don't know.
Similarly, I think making the clothing trader buy dyed clothes and/or leather would make more sense than them buying raw dye ingredients. Survival and treasure hunter traders would probably be more interested in ropes or even rope ladders than raw cattails, and so on.
Oh right, one thing I noticed is that you removed stuff like blacksmith apron and stained poncho from the buying lists. Which is not a dealbreaker for me, but kind of a shame because to sell them I had to actually go and craft stuff from raw materials, which was fun.
As for the fact that putting traders in your inventory breaks immersion, I agree in principle, but there really isn't a good way around it while working within the limits of a content mod. Ideally, you'd maybe buy some item like a "letter of contract" or something, and then build the trader a trading post structure (which gets protected like the trader carts later), using the same 3d structure blueprint mechanic already present in the base game, but that would certainly involve a lot of coding.
And lastly, I'd love if this mod had some kinda documentation on what trades exactly are available now, maybe something as simple as a google sheet.
Hey Sonito,
yeah I wish I could do that too but there just isn't a good way for me to do that without learning a new coding language and probably spending days writing back end code. The best option is to purchase a trader spawn. I think of it as putting up the money to pay for a trader that the first trader knows to set up shop where I tell him to.
Hey R0D96,
I don't know the answer to that one, you'll have to download both and start a quick creative world to test it. You can spawn in a bunch of the treasure hunter traders and check to see what they are selling. Mine streight up replacies the vanilla traders trades so it depends on if the other mod also replaces or if the author uses some kind of incert method.
Great job , this looks great , I like all the changes done to the gui itself,
I would be tempeted to download this if not for the trader buying option , having a trader in my hotbar is just too silly for me , it's practical but I wouldln't trade that (get it trade?) over immersion ,
If there was a way to employ/ask him to move such trader instead I would love that , like in terraria where you make a house for him with specefic blocks or items and then you talk to him so he spawns there next day after a good night of sleep
would this mod work with rustbound magic as well? since the treasure hunter trader sells some magic items I wouldn't want to remove those from their stock
another mod would be Trader Phone as I'm unsure if custom traders could be supported
Oh my gosh, I know I tried that at the beginning, but I must have screwed something up and moved on to trying other things. Reizeron, I am so glad you commented and I took the time to try it again.
Ok the mod has been updated. Thanks to Reizeron's help the Forester will now also sell fruit tree cuttings!
BrownishStorm
> I tried for 5 hours to get them to sell fruit tree saplings but acording to dev mode they all have the same code so... I can't get it to work.
Does something like
{ "code": "fruittree-cutting", "type": "block", "stacksize": 1, "stock": { "avg": 2, "var": 0.5 }, "price": { "avg": 1, "var": 0.25 }, "attributes": { "type": "pinkapple" } }
not work?
Added Forester trader that can be purchased from the Agricultural trader. Forester will sell tree seeds and burry bushes. I tried for 5 hours to get them to sell fruit tree saplings but acording to dev mode they all have the same code so... I can't get it to work. The agricultural trader also sells a spawn for a Rancher that sells animal spawns. Lastly fixed all reported bugs.
@Echokiller92 Im building up to doing some work on this mod and was actually thinking about resin from traders. I'm going to start looking into a tree trader, an animal trader, and sure maybe a bush trader. I am thinking resin would make sense to get from the tree trader or "lumberjack" I guess I should call him maybe?
@Ligmus I'm sorry but probably not. See this mod uses the replace function in Jason to edit the games jason file. If the other mod author uses the same method then one would replace the other.
@Sephonjay got it, I'll get that fixed with the next update.
@Malikyte yes it should be because none of the pathing changed between the two updates.
@pngwn and @influfferious Im not against the idea but dont really know how to set up a config and I dont want to maintain two versions of this mod. I tried and failed to make this mod work with this other configuration mod. If someone wants to help teach me how to add a config option I'll be happy to add it. Oh but if you go to the files section of this mod page you can download the older version of this mod that doesnt have the extra traders! it should still work as none of the pathing files have been changed in the vanilla files since I started making this mod. By using the first version of this mod you'll only have each trader selling a spawn of themselves you'll have to ignore to play the way you want to.
Can you buy resin from traders?, also can traders sell berry bushes?
is this mod compatable with other mods that add shop items. for example will they still sell wolf pups from tame wolves mod?
Would it be possible to make a Lite version of this mods that only features the altered trades without the trader spawns?
Thank you!
I also ran into StarFeather's conundrum; survival trader asking for 5 flint knives with only 4 slots to trade with.
This is probably a stupid question, but is 2.2.0 backwards compatible with 1.20.12 since 1.21 doesn't seem to have changed anything that affects this mod? I'm keeping my server on 1.20.12 for now because most of the mods I use haven't updated to 1.21 yet, and it would be super helpful to have the Mason trader.
Just returning to request a config to disable the purchasing of trader spawns, but keeping "The Main Problem" changes. That would be awesome! :)
I just did some quick testing and I concure with FatherSarge, it appears to be working just fine. Which is a relif for me cus some pathing changes caused issues with my other mod, Drifters Have Loot. While I pushed a temp patch, there are still issues I need to work out. But yeah this one appears to be working fine so I'll update the discription to let everyone know it should work the newest update. If you do find an issue as always please let me know here in the comments!
Hi Karnoss I think thats a great idea, I am kinda behind on school right now but next time this hobby comes around to my interest I certainly will or if there are too many things aleady in the agricultue traders sell opions and enough types of trees I might add a tree trader that you would get from the agriculture trader
Will you be updating to the new version of the game?
hi, i wonder if it will be possible to add fruit tree in the agricultural trader?
Still working up to 1.21.0-rc4!
should work in 1.20.12 LeuxSeveN
1.20.12?
Here's the french translation for v2.2.0 : https://pastebin.com/tgfE8JJ4
Thank you for creating this mod!
I have the buyable trades be called "[name] contract" and have the item be a scroll with a image of the guy / profession icon. You then place this contract of a wall near where you what them to spawn. This way it feels more like you hiring them.
I also have a "Reseller" trader who does buy things can't be sourced reliably, likecracked vessel and stuff (Malefactors can get them after all). It be nice to still have a place for sell special goods. They also can Sell a random table from all other Traders.
are you planning to update this mod to the 1.20.12 patch? I hope this wasn't abandoned.
I think this mod is the best way to set up a trading area/village in game. I use the village mod, but did not figure out how to get any functionality out of the workstations or villagers. With this, you can buy traders you want, build them a shack, and place them to be there whenever you need them. It definitely cuts come difficulty/tedium out of trading, depending on your perspective/preference. For me it has been a massive improvement and has saved me from grueling hours of travel and keeping track of map markers. I recommend this mod to anyone that likes setting up your own village base/trading hall.
Hi! This mod seems really good, I just have a question. If another mod adds a trade, like say I have a duck mod and the mod adds duck chicks to the survival goods trader would that still work with you mod or is it base game trades only if I install it?
Any chance you can add traders for gravel and sand?
I'm not sure if that's this mod at fault, but decided to comment just in case it is: I have a survival goods trader asking me for a stack of 5 flint knives with bone handles. Since tools don't stack and you can only offer four item stacks for trade at once, it made this trade impossible to make.
BriarBlack I get where your coming from and I like the idea, the only issue is I have no idea how to impliment that. If you just kill the trader will he despawn or will the corps be lying there forever?
@DracoZaroff Sorry same deal man. I understand the desire to have traders move and rotate but I don't know how to do that. I would need a way for them to auto delete themselves and then a new one be spawned in and like I told BriarBlack I'm not even sure how to get them to delete themselves through an item or dialog option.
@Soareverix No worries man, I'm glad you found one!
Hey just wanted to pop in and request a way to permanently remove traders. I've put down traders in places I later regret placing them before and it'd be nice to not have to use console commands to mess with that. Maybe just something that's sold by like, luxury traders that's called "Lucrative Info" which removes a trader, the idea being that a trader is given some information that gets them to go away.
I wanted to quickly check: Does this mod disable luxury traders? I've spent 2+ hours flying around a copy of my world looking for luxury traders and have found at least two of every other type, so I wanted to check that this mod wasn't interfering with spawns.
EDIT: Not even 10 seconds after I posted this and started flying around again, I found a luxuries trader XD
So, the mod isn't interfering with spawns!
Thanks for the mod :)
Hey SironaGold, so in the game files I found that pemmican is a thing, but its turned off so it can't be found or made. The part you are looking at looks to be where I used the replace function in json to edit that file to allow pemmican to be spawnable. I then added it in the relivant file for the chef so he would sell it.
I haven't found a mod to do this yet so I'm just going to request it here.
Not sure how difficult it might be but it would be nice if traders actually moved around a bit. If nothing else just changed places every so often. That way if I have a particular trader nearby that trades in stuff I don't normally need I can just wait for another to take their place and have access to buying a greater variety of stuff.
Russian-language translation
hmmm... seems after installing this mod the commodities trader now buys wax instead of selling it like he did before, most unhelpful, and it seems they never sell tin anymore either.
Hey Brownish
I was just peeking into the mod files to look around and see how the magic happens, and I noticed in the survival-itemtpyes-creature.json, you have the following blcock of code that's a bit of place
{
"op": "replace",
"path": "/enabled",
"value": "true",
"file": "game:itemtypes/food/pemmican.json"
},
Is this intended, and if so, what does it do? My initial assumption is that it's something for the chef's pemmican?
Hey Nev19 I'm really not sure. You would have to test it with by creating a new test save to find out.
does this mod work in 19.8 version ? i like the concept and id like to play with it but im stil waiting for most of my mods on my list to update before upgrading myself
Alright, yeah it could be a early game resource you could sell to them. I have acutally never found obsidian, so sitll a challenge and probably not too easy. Sure I can do that next time the drive to work on this mod hits me. I kind of ran into a road block with the config idea and got distracted from this project.
Thank you for replying Brownish!
To answer your questions;
1) Rock, as in the Throwable Projectile and more importantly, Knappable Resource which leads me to;
2) They would want to buy them because they're a Renewable source of primitive tools (as if they were making Stone Pickaxes out of them) but I was more thinking about why *you* would want them to buy them, because they're a difficult, but very acheivable, renewable resource that, once made renewable, are equally available to the player year round.
Hey BriarBlack,
I am always open to suggestions on thier buying and selling table. To be honest I was unsure what to have the Masonry Supply, Master Mason, extra buy. If I remember right, all the different mason traders currently buy hammors, chisles, quicklime and/or mortor.
Now currently I am assuming you are suggesting adding Obsidian to all of them, correct me if I'm wrong.
Could you though clarify if you mean
1. Obsidian/Basalt Stone or Rock. (rock is small, stone is the big block.)
2. The reasoning, why would they specifically want to buy obsidian over say limestone?
Hello, Really love this mod as it makes it so that my market district outside my fortress has some life to it! Just wondering if you could possibly make Basalt and/or Obsidian a item to be bought by Masonry NPC's/Building Material traders?
спасибо за понимание. да еще заметил, что ни один торговец не скупает древние ящики, проподает часть контента, их собераешь а продать нельзя (
Hey Pngwn,
I am actually currently reading over the documentation on the config lib mod in an attempt to figure out how to get configuration set up for my other mod, drifters have loot.
If I can figure it out there then I will add configuration here wherever possible. So yes I am open to it, just cross your fingures that I will be able to figure it out and that its possible to make them compatable.
RNM assuming I translated your post correct your wondering why prices are the way they are. I based the prices off the vanila prices. For example if I moved a trade from one trader to another because it made more sence for the second trader to have it, I kept the price the same. If I added something as a trade, I looked for a simular vanila trade to base the price off of. In general traders tend to buy for little and sell for a lot in vanilla.
Ребята, такие цены жёсткие стак рогоза одна шестерёнка, да И большинство предметов за одну шестерёнку. Проще убить любого дрифтера с модом на лут. Скажите можно ли это как-то исправить на более адекватную стоимость? А то пропадают всякие интереси, что-либо продавать этим торговцам
Would you be open to adding a config to disable the purchasing of trader spawns?
Hey Blarging,
I defintily want to tie things to dialoge trees, I'm just not at that point yet. To be quest honest I don't know how to get that to work yet, when I am ready to tackle that I will have to study the treasure hunters dialog stuff to figure it out. After that all I can say is I like the idea of having quests to take things to other traders, its just I have no idea how to do that or if I can. I am concerned something like that would require using the underlining C++ (I think?) of the game. This mod and most mods on here are json mods. For example the added in traders this mod adds are just using the same AI behavior and visual clothing options that the vanilla traders use and I am just calling the function and overrighting certain json files to change what they buy and sell.
Hi Icesharkk,
I can't really anser that question as I have no idea how the skill books are added. The code in this mod replaces the vanilla sell and buy lists. If that skills mod uses the add function then it might work with this one, assuming of course this mod is loaded first. Which I don't think is something we can control, at least I haven't found a way to change the load order of mods in vintage story. You'll have to create a test creative world with both mods and spawn in some traders to find out if they work together.
will this prevent the skill books from xskills being in trader inventories?
Some of the traders have special trade options in their dialoge trees. For example: 15 gears for a map to a Tower. Or the: Find me a large intact globe which rewards 15 gears and a map to a university. What if you have traders sometimes have delivery requests to either take to or collect from another trader with the pay scaling with distance? Maybe you could also have the trader offer to pay a portion of the reward as an item they sell for a discount if it's not to complicated? These deliveries could help people find new traders.
Hey SironaGold, that sounds in line with this mod. I am acually working on the storyline for the first time in current world and have never been to Nadiya but I hope to get there soon. (Anyone reading if you don't want spoilers don't google that.) I would be happy to take a look at their trades. I'll add it to my list of planned updates. Good idea! :)
A follow up question, would you be willing to take a look at the named traders in Nadiya? Even if it's just to add to the amount of gears they keep, Agneiszka for example will offer to buy more iron than she can afford to pay you for, and some of the villagers don't buy anything at all (Tad the barber surgeon, Gerhardt the hunter, Wall the alchemist). Again, I understand if this is all too much to be asking, I only want to suggest other things this mod could cover ^-^
I will be honest I don't. It depends on how those mods work, if they add to the list instead of replacing it they might work. I would download the mod, create a test world in creative mode and test it. Don't launch your current survival world with this mod installed until you test its compatablity with your current mods in a test world.
I have some mods that edit/add items to trader tables do to what is in the mod. Without going and looking im not sure off top head of many but as an example I think it is wolf taming mod adds some dogs you can buy. I'm concerned with possibly losing the items from other mods. and some the stuff other mods may add to sell. Do you know whaty will happen if i mix these kind of mods?
Hey Guimoute, This mod doesn't remove the ability to set up lucrative supply lines. It just makes it so if you can't find that other trader to start the suply line with, you can make what they want to buy yourself.
About the "main problem" (sic), people do what they want of course but being able to sell things that other traders sold you isn't a problem, it's by design. You get profit by discovering trade routes. My cracked vessel sales are very lucrative (treasure hunter -> commodities merchant).
The difficulty isn't in making the other version, its mantaining it and updating it along with this one. It would requrie me to manually update each one whenever I move closer to my goal for this mod. For example I have already updated this mod to v1.0.1 today and I am about to update it to the planned v1.0.2. Tell you what, when I get to the end of my planned scope for this mod, we can revisit it. Until then just be sure to create your new worlds with that sandbox setting. :)
Other than it being a difference in playstyles and setups, not particularly I suppose. The game also defaults to them being on, which I would guess most people wouldn't change for their first few playthoughs? If it's a huge hassle I wouldn't push for it!
Hi SironaGold, I would be open to that if there is a reason for it. I always play with the setting checked that disabls class locked recipies. Is there a reason this isnt an option for you?
I loaded this up and started a new save as a commoner, the furniture trader I found was requesting a bunch of clothes that require the clothier trait to craft. Would it be possible to get a version of this mod that doesn't have trade requests for class locked items?
Sweet, good deal
BrownishStorm
LunaGore
BetterTraders and this mod should be compatible bcs bettertraders just changes the structures but not traders and this mod just changes the tradeslist of the traders so they both do different stuff you should be good to go
LunaGore - Nope sorry, this mod works by replacing the vanilla list of what traders sell and buy, I am assuming those mods do the same. So they would conflict with each other. Which ever loaded last would be the one working.
My guess is this is not compatible with Better Traders? What about other trader mods? Such as adding livestock to the agriculture trader, or the animal traders (both domesticate and wild), book trader, etc?
AngryOscar - During my testing it does, but you have to wait until their stock replenishes. thats at the top in the trade menu where it says "stock will replenish in __ days"
Entity - I am already thinking about that, but of course it needs to be things you could create on your own so that if you can't find traders that sell the thing they want to buy, you can still provide it with some effort. suggestions on this would be helpful. like right now I am embracing the idea that you sell them resorces they sell you products. This is leading me to consider expanding the scope of this mod and added say a blacksmith trader who makes tools based on resorces you sell them. You could then take those tools and sell them to say the argricultural trader who needs syths. What do you think of that?
does this work on exsisting traders or only newly generated ones?
Bless you for this beauty!
Personally I enjoy buying aged crates and cracked vessels from one merchant and selling it off to another to make a worthwhile profit. Is this something that can still be replicated with this mod?
the real "better traders" mod
This seems both lightweight and well, useful; I'll give it a try. Maybe I'll stop hating traders now lol