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I will also take this down if the original author requests me to.
Will take it down if requested by the original author.
Since you explicitly asked for it:
I more or less recreated your call trade ships mod and I'm planning on updating it to 1.4 in the near future.
May you can have a look at it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2784149999
https://steamcommunity.com/sharedfiles/filedetails/?id=2560017966
ex:
the first call in a quadrum costs 1000
the second will cost 1000 * 1.5
the third will cost 1000 * 1.5 * 1.5
...and so on
on the next quadrum I is reset to 1000
option to change it not per quadrum but per year. the "1.5" could be changed with the options as well.
The pirate raid one and cooldown sound reasonable as well
i can simply buy what i need, craft and sell instantly ad infinitim and get unlimited resources
definitely needs some kinda delay or other cost to it besides silver
also makes trading caravans obsolete
one idea is that maybe it can increase your chance of a raid as pirates can intercept your trade call and location of your colony
I've the same problem.
I did change the amount to call trade ships now it won't let me call them no matter how much silver I have.
instead of calling specific traders, mod option to make it call random traders instead
Delay option from 0-12 or more, thanks.
Or I allow for god mode ;)
In-Game Definition Editor
Thank you Kiame this has become a must have mod for me, but I'm too tempted to abuse it even with a high calling price. It's nice to not have to wait days or months for a random orbital, but with this you can immediately buy or sell nearly anything instantly on demand.
Per that, could you pretty please add two new options:
1) If set, the trade ship does not spawn immediately, but randomly sometime within the next <slider> hours. Say 1-24h on the slider, and the ship would spawn either randomly anywhere up to that delay, or maybe between 50% and 100% of the configured delay. Something like that.
2) If set, you can't summon a specific trade ship. Instead, a random trade ship will spawn when you summon one.
That would allow the incremental degradation of the power benefit of this mod, without really affecting the central point of the mod (not being purely beholden to the storyteller AI for trade ship spawns).
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.KeyBindingDef.get_JustPressed () [0x00005] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.ScreenshotTaker.Update () [0x00008] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.UIRoot.UIRootUpdate () [0x00000] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.Root.Update () [0x0004e] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Root:Update ()
Verse.Root_Entry:Update ()