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Put the trading spot next to... the wall of an Ancient Danger. Took down the wall, and boom—Mechs & Insects everywhere
During the chaos, noticing some Traders were not pulling their weight, I moved the spot inside the Danger, pulling the entire caravan in.
Hilarity ensued. Various Traders & Ancients were injured, but I shoved them into cryocaskets—hello, fresh prisoners & slaves!
Bonus: Combat Supplier Caravan! Assault Rifles, SMGs, Bolt Actions... and a Zeus Hammer. Free of charge. I could still trade, and their Megasloth cost me only $97 . No money from the caravan tho, probably cause I walled them in.
Summary: fresh slaves, great weapons, still traded, discounted animals. Not bad for 3 colonists. Got some injuries & infections, but Glitterworld meds now.
PS: Forget bashing slaves to buy 'em cheaper—this way’s way more fun
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
in the def's <building> section in Buildings_Production_TradingSpot.xml. I added it on my local copy for 1.4 for the same reason—without it, your trading spot can't be near your anima tree.
Thanks for the very useful mod!
congrats for your implemented vanilla feature
All older versions (1.4<) should still work because the mod has the functionality for them still.
If you don't want it to happen, don't stick the trading spot inside a closed off building.
Im on an impassable mountain tile and it keeps landing outside the mountain even though the drop spot isn't covered by roof
Assuming they are in the warm area when the drop happens.
To fix this, just enable the mod again and load into your save.
Trapping caravan animals is default behaviour for Rimworld, just apparent because you can now specify where you want them.
Also while I'm here I wanted to add to what @Highlandman was saying that before this bug, I also had traders' animals getting stuck behind my walls (which is very cheaty because then they die and I get their goods). This happened because traders went to eat at my table, which was located inside. The animals followed TO the table, but if the traders decided to leave (or were dismissed) before the animals were out, animals did not follow FROM the table to the outside. The only workaround I could think of was having a table outside but then it was a problem for my own colonists. Of course the point is moot now that the mod doesn't seem to be showing properly.