PD Force Trade


Adds a Trade Radar that lets forces trade items via offers. Uses a Send Port and Receive Port and consumes configurable energy per trade.

Content
3 days ago
2.0
47
Logistics

g Thank you!

4 days ago

Just wanted to say I'm eagerly watching this and so happy a better simple trade mod is being worked on. I host a few games on dedicated servers for my discord community and can do some testing for your stable builds if you need a hand with that. Let me know and I'll send you a link!

Thanks for your hard work

4 days ago

Thank you for your support, I welcome ideas, so far the only cost of trade is energy. I am working on making the mod easier to work with, adding logistics to it and letting the bots do the hard work of collecting the items. I would be happy to hear your thoughts on the energy being the only cost for the trades, and if that is a good idea, how much energy should it cost.

thank you again

4 days ago

I am currently running it in a large scale railworld with about a dozen people.

Energy doesnt really scale so there really should be another way to increase the cost, I can't think of a way without another mod that adds currency. We currently have OARC which drops coins from biters, coins are then given value by the price of advanced gear in the item shop. You could add support for commonly used currency like "coin" and charge an overhead for it. Adding your own coin drops may or may not be outside the scope of this mod, but I like this idea because I'm a big fan of OARC and we already have a working economy based on coins :]

The other thing is, I am thinking of ways to automate trade, and I think I am getting somewhere. It would require disabling the shared chest in its current form though and perhaps using a warehouse or something that could easily be unloaded by a vehicle like a train or cargo ship. Then calculate the trade "completion" based on the number of items in the specified warehouse. I will let you know if I get any closer with specifics- I might mock up some code or try and do it myself with a pull request.

Speaking of requests. Would you be able to make a tab that saves all transaction history? It would be very cool to have data saved (which could later be exported, analyzed, or used in game)

Those are my current thoughts. 1.2.2 caused a desync earlier but was mostly stable. There is also a crash with Task List by Raiguard, possibly due to the shared shortcut (ctrl + T). You can try to replicate by having both mods in and pressing the shortcut a couple of times. Will do some more testing as you roll things out.

4 days ago

thank you very much for your thoughts, I will look into adding the transaction history, I will look into improving the chests that the mod uses.

I will look into OARC, I like the idea of having currency. I think having both mods working together could really be cool.

thank you for your help and support.

4 days ago

Absolutely! Love that you're willing to try to make it OARC friendly. If you want to reach out and chat on discord you can find me (@Giz) here https://discord.gg/PMvRczGhw

4 days ago
(updated 4 days ago)

I would also recommend changing the current labels on the GUI to "your items" and "their items" or something like that as the current language is a little confusing

4 days ago
(updated 4 days ago)

I think if you allowed the player to specify a chest with an ID, then designate that chest the one that does the receiving logic, that could be a way to allow for trade that is not wireless but needs to be accounted for, before being marked as "completed" in the history tab. In other words I could have a train station designated as a trading post with each player with its own route, we could make a deal in chat from anywhere, but goods would still have to be delivered physically. You wouldn't have to count the sending amount, because the only thing that matters is that the receiver counts the correct amount of each item. I believe the only change to your existing code would be to allow any chest to be the receiving chest, or make craftable chests that can be designated.

I hope this all makes sense*

4 days ago

thank you for your suggestion, I am also trying to make the mod compatible with gameplays where players start in different planets. I like the idea of sending things physically, but I am not sure how to make this work with spaceships, and one of the reasons I made the mod was to help early game when people are in different planets.

I think the idea of sending items physically is really good, but I am not sure the best way to add it. I will look into it after I go thru the other suggestions, but I might have to make a different mod for the more realistic way of sending items.

thank you for the idea!

the new version should be working now with logistics, please let me know if you liked the transaction history tab whenever you have a chance to check.
I will also stop uploading versions that might not be stable, I will try to run extra tests before uploading them.

4 days ago

No worries! And I will look at your code and see if maybe I can tweak it. Good job getting it stable again!

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