Trading Spot

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Author: |IPG| theubie

Last revision: 28 Sep, 2016 at 03:43 UTC

File size: 20.48 KB

On Steam Workshop

Description:

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.

FAQ:

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]