RimWorld

RimWorld

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[KV] Trading Spot
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
0.055 MB
Oct 25, 2017 @ 1:34pm
Sep 12 @ 9:19am
21 Change Notes ( view )

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[KV] Trading Spot

Description
A designated spot for traders to stop at.

Trading Spot marker is located in the Architecture menu under Misc

This will work in current saves without a problem. To remove the mod, delete the Trading Spot, save, remove the mod, then load the save.

This is compatible with Hospitality mod


Direct Download:
https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip

Ludeon Thread: https://ludeon.com/forums/index.php?topic=33669.msg343859#msg343859

Use ModSync RW to know if/when this gets updated: https://github.com/KiameV/rimworld-modsync-rw/releases/download/1.0/ModSyncRW.zip

GitHub Page: https://github.com/KiameV/rimworld-tradingspot/releases


Trouble Shooting
If you have Water Power mod and Bridges sub mod, make sure Trading Spot is in the Mods list higher than (listed before) those mods otherwise you will not be able to place the Trading Spot.


Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811 for Korean
-adam0310 for Polish


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Original Author: TheUbie
Popular Discussions View All (2)
18
1
Oct 15 @ 12:10am
How to make it less op?
WiseIncognito
0
Aug 13, 2019 @ 4:45am
[BUG] Whole caravan on one tile.
MC Bunk - Bunk yeah!
< >
250 Comments
Oct 9 @ 2:33pm 
Would it be possible to get an optional setting for beggars from charity quests added into this? They occasionally end up loitering near my food stockpiles and stealing lavish/packaged survival meals, so I'm encouraged to preemptively turn them into hats rather than just let them leave on their own.
Discandied Oct 9 @ 7:17am 
The current unstable build makes it so that the trading spot requires one work to build or deconstruct, rather than it being done instantly. Presumably has something to do with the new hitching post mechanic that is being introduced.
GrandPa Sep 11 @ 10:11pm 
@Kiame Vivacity cool thx for the fast update. will help in that start of brutal naked or mid / late game when i dont want them to walk into a raid
SetArk <Nyanverick 07> Sep 11 @ 3:59pm 
@Jaggid Edje not gonna lie, the temptation was strong on some mech clusters i had to deal with...
Kiame Vivacity  [author] Sep 11 @ 3:38pm 
Update:
Added a setting to toggle whether it takes work to build a trading spot. Default is set to require work.
GrandPa Sep 11 @ 12:42pm 
would like the option in Mod Settings to be able to toggle between the new version and the old
Jaggid Edje Sep 11 @ 12:41pm 
LOL, thank you for the update...I hadn't done that yet, but I sure thought of it a few times.
SetArk <Nyanverick 07> Sep 11 @ 11:54am 
@Kiame Vivacity
Ohhh dammn xD The Caravan sploit is dead!
But yeah, i've stopped doing that a long time ago, but always found funny it was a possibility xD

May i suggest, to make an texture?
If someone (Maybe i?) offer an image to be used?
Lastly, if people don't like visual, could there be an option on Mod Settings where you can choose an invisible object?
Kiame Vivacity  [author] Sep 11 @ 10:25am 
Update:
Trading spots now require a very small amount of work to create. This will prevent users from using these as a means to have caravans fight off attackers.
|IPG| theubie Sep 9 @ 10:19am 
I am pretty sure I said this in the past, but kudos to you for keeping this alive. This was the mod that I liked the best when I was writing them.