391 ratings
Trading Spot A16
File Size
0.020 MB
Dec 20, 2016 @ 10:18am
Dec 20, 2016 @ 4:47pm
2 Change Notes ( view )

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Trading Spot A16

Tired of traders parking themselves right outside your base...you know...between your turrets and the raiders? Tired of the faction hits because of this simple mistake? Tired of traders tromping around in places you don't want them to be?

Now you can control where traders stop when they visit your colony. Simply throw down your hand dandy Trading Spot and blamo! YOU are in control!

It works just like the party spot, except the party is a trade caravan.

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.


What are the requirements for this mod?

This mod does not require any other mods to function. You simply need the base game.

How do I install this mod?

SImply subscribe then activate the mod in game.

What order should your mod be loaded in?

The mod can be loaded any time after the game's core mod.

Are there any known issues?

  • If you place the spot in a completely inaccessible location, the caravan tends to freak out.

Can this mod be used with old saves?

You should be able to use this mod with old saves, as it does not introduce any new jobgivers.

Is this mod compatible with other mods?

Depends on the mod. It should play nice with most mods out there. If another mod changes the trader toil labels, then this mod will simply cease to function and the other mod will work like normal. As this mod doesn't change any core code at all, it will never cause another mod to fail.

Yes, this mod is compatable with Hospitality.

Link to post on Ludeon forums[ludeon.com]
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H_bread Apr 10 @ 7:02am 
Errorsnake Mar 29 @ 8:33am 
praise be all people with modding expertise!
verum.amo Mar 22 @ 6:25am 
I was just thinking yesterday that I needed this. Now I have it. Thanks.
Jet Mar 19 @ 2:56am 
Thats a goood idea Dovah! I'm now more convinced I need not make a wide space for them, and will now dedicate a small section of my colony to housing them free from harm. Maybe once Ive settled more I can worry about providing for the 7 tribesmen and animals in the screenshot lol
Dovahguiin Mar 16 @ 4:12am 
@Jet Doesn't seem to matter wether or not they have roofs above their heads (Keeps them safe from lightning though). As far as I know they barely stay a whole day before leaving either way.
I personally put the trade spot somewhere central inside my colony (like inbetween my living area and warehouse/farm) so I'm bound to see them when they arrive, since I usually forget about the notifications after seeing it.
Jet Mar 15 @ 3:45am 
How does this interact with dubs hygene needs mod? Willl i need to provide comforts for the caravaneers? Wondering whether I should make a roofed building for them at all since...how long do they last in your base, a day?
MisterSpock Mar 14 @ 2:11pm 
Do this work with player owned carawans. Loading them can be a pain.
helldwarf Mar 14 @ 8:56am 
Hmm. Maybe it is the first one you build and a mod just changes that in my game. Try a new save with the dev tools and build 3 outside, spawn a ship and trade with it. See which one it lands on.
FrozenSnowFox Mar 14 @ 1:01am 
@helldwarf Neither the last built nor the closest to the comms console seem to work for me. I tried uninstalling the beacon the items dropped near and moving that next to my comms console the only thing it did was push the item drops even further away. I have an open flat lands map with 3 tile wide walkways between all buildings so the items could drop literally anywhere without issue.
helldwarf Mar 14 @ 12:32am 
( I am using mods that might modify it, who knows. )