
Mods / Useful Traders
Author: BrownishStorm
Side: Both
Created: Feb 10th at 2:59 AM
Last modified: Feb 14th at 9:08 PM
Downloads: 4461
Follow Unfollow 139
Latest file for
v1.20.4:
usefultraders-v2.2.0.zip
1-click install
The Main Problem:
Its always cool when you find a trader, but then you look at the trades and see that they want to buy things that you cant source easy. 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. 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 is going to ask to buy a cracked vessel! They also wont try to buy cloths 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 luxuries trader, who by implication buys things that can't be easily accuired.
This does not remove the possibility of setting up supply lines between the traders, it just means that if you can't find someone selling what the first trader wants you have the possibility of making it yourself.
In addition another goal is to add things that they should be selling that they currently don't.
For example, with this mod the argricultural trader now can 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 merchat you will sometimes find that you can purchase a merchant spawn of the same varient 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 radus is vanilla and why the traders never run out of thier carts and get killed by monsters. The logic here is you are investing in them to set up another shop where you want. One day I hope to tie this to a diolog option.
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 luxuries trader.
You want them to sell something they don't, suggest it and I will consider it.
Known Bugs:
None.
Update Tracking:
v2.2.0 - 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 building 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 types of stone blocks have a trader where you can purchase stone blocks for cheap. We are talking a stack of 64 for 3G.
v2.1.0 - 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!
v2.0.0 - 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 for 100 gears.
v1.0.6 - 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. Based on my review I think in the future I will add a jeweler and maybe a tailer for fancy uncraftable clothing.
v1.0.5 - Revised the trades for the survival goods trader and the commodities traders. Their trades work well together and with the other traders.
v1.0.3/v1.0.4 - 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 trader also no longer sells paintings, paintings will be sold by the soon to be added painter.
v1.0.2 - Artisan Trader Revised. The artisan trader purchases ingrediants that are used in producing dyes and clay art 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.
v1.0.1 - 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 cheif.
v1.0.0 - Ignitial release. Removed requests from traders to buy cracked vessles and clothing that you can't produce. You can also purchase different trader spawns from the appropiate traders for 50 gears. Now you can build that marketplace you always wanted to!
Planned Updates:
v2.3.0 - Add Jeweler and maybe Tailer. Spawns to be purchased from the luxurie and clothing traders repectivly.
v2.4.0 - 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)."
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 thier 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 was 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 compatable then I will launch my old survival save.
If you like this mod:
Try Drifters Have Loot - Vintage Story Mod DB
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v2.2.0 | 3005 | Feb 14th at 9:08 PM | Show | usefultraders-v2.2.0.zip | Install now | |
v2.1.0 | 544 | Feb 12th at 1:56 AM | Show | usefultraders-v2.1.0.zip | Install now | |
v2.0.0 | 92 | Feb 11th at 10:55 PM | Show | usefultraders-v2.0.0.zip | Install now | |
v1.0.6 | 73 | Feb 11th at 9:17 PM | Show | usefultraders-v1.0.6.zip | Install now | |
v1.0.5 | 330 | Feb 11th at 1:46 AM | Show | usefultraders-v1.0.5.zip | Install now | |
v1.0.4 | 47 | Feb 11th at 12:50 AM | Show | usefultraders-v1.0.4.zip | Install now | |
v1.0.2 | 57 | Feb 10th at 11:13 PM | Show | usefultraders-v1.0.2.zip | Install now | |
v1.0.1 | 110 | Feb 10th at 7:56 PM | Show | usefultraders-v1.0.1.zip | Install now | |
v1.0.0 | 203 | Feb 10th at 3:10 AM | Show | usefultraders-v1.0.0.zip | Install now |
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