Original mod by Sincere
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3228244709]https://steamcommunity.com/sharedfiles/filedetails/?id=3228244709[/url] [removed]
If the original author requests it, I will remove this update.
This mod generates travelling groups of pawns/traders from all factions to wander by your colony. It contains options to customize the behavior.
Chinese (Simplified) translation:
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3304522455]https://steamcommunity.com/sharedfiles/filedetails/?id=3304522455[/url]
--
Sometimes you can have great ideas, and execute them incredibly poorly. And by "you", I mean that Sincere character. There are some things you just shouldn't do ... it will get you banned.
Anyway, here's "Silk Road", but without the error hiding and other poor practices. I've given it the full Zal treatment.
The code has been refactored to do the same thing in a better way.
- Reimplemented as a MapComponent (Harmony no longer required)
- Improved logic to help prevent the errors previously generated (and foolishly hidden previously).
- Will now generate random pawnkinds/groups from each faction (no longer just drifters and traders)
- You can now enable/disable travelers completely from the mod settings, if you get bored with it/need a break from the constant traffic/are running SOS2 or Rimnauts (I'll try to implement detection soon)
- You can disable traders (only regular pawns will be generated)
- You can enable/disable travelers arriving at night.
- You can exclude hostile factions
- Certain pawns might generate depending on faction tech level (Sora Goodseller, Zal Modupdater)
- You can exclude factions from travelling in the mod options.
- Translation support
Removed:
- a bunch of nonsense
- unnecessary Harmony patches
NOTE: A hardcoded blacklist exists for factions that can't seem to generate pawnkindgroups in this way for whatever reason - they'll still generate regular pawns
(2 factions from "Big and Small Heaven and Hell")
If you have factions that throw "Cannot generate trader caravan" or similar errors, please let me know. If they're making it through the checks I'm doing I suspect they're misconfigured somehow (as I have no problems with vanilla factions or other modded factions I've tried).
--
Original mod notes (1.5):
Your map roads are realistic trade routes! [Let's not get crazy here; groups of pawns from all factions will wander by your colony]