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Rapporter et oversættelsesproblem






theres is not a single container in game that has over 200 hundred capacity unless u use the trailer mod, and even then those dont go over 1000 let alone 10000 so it is not possible to move them
and as for the trade tab in crafting, it doesnt work at all neither despite me having the required things plus the correct traders
theres is not a single container in game that has over 200 hundred capacity unless u use the trailer mod, and even then those dont go over 1000 let alone 10000 so it is not possible to move them
any idea if any of these conflict with Dynamic Trading?
do you know if anything can cause this, or did i do something wrong? (the trader face appeared like a foraging icon, and when i right-clicked on it, it only gave me an option to ignore it or to pick it up. (i think i dragged it to the floor before it started spawning).
for this one though, i managed to find a trader and when i picked it up, it started spawning traders every 2 seconds, with a "hi", "howdy" or a "ho ho ho" like 20 times and wouldnt stop. :o)
the only way i could recover was to force quit the game, disable the mod and reload from an hour earlier in game or something, (which was ok) but i didnt know if it was a bug or is it supposed to spawn a certain amount and then stop on its own?
I thought it would be great if we could trade rare foods that players can't farming or hunting.(Such as oranges, lemons, and cheese.)
This command don't give me any items.
@Felix I'll overhaul the trader spawn system a little and include some tooltips for different traders.
@ghostreporting911 These units are basically the 'hunger' value those items have. 100 units is something like 5 bottles?
@Egg Yes. But I will overhaul the mod so the traders wont need to be picked up at all and can't be picked up at all.
Edited my answer a little. I red you wrong about the freezing traders stuff. I guess... It can stay as it is... if someone puts a trader into a fridge its on them for not roleplaying :D OR... they can roleplay the trader stayed longer because you had electricity.
Another way would be to use wet item instead of food item. It can change into different item when it fully dries (like bath towel works).
If someone focus on farming, they end up with extra seeds to the point, that they need to harvest some crops before seeds, or dedicate big containers for seeds. You also get pretty decent amount of seeds from foraging, I know that some crops can give 12 seeds if you find them while foraging.
I wanted to use currency which would make sense in apocalypse. Like ammo, cigarettes, seeds or canned food. Canned food is heavy, seeds are too easy to farm, ammo and cigs would be more useful than some items you could trade.
I went a bit different approach, players can summon traders every time they find a items belonging to factions (kinda like your trade credit), or you can keep keep those items. So people always get something from it. But if you put some thoughts into it and giving trade credit without the crade is a no - its valid decision.
Not too sure about the seeds, you might find them at first but eventually you would have to give them out from your own farming stock? This mod goes to my gradual PZ overhaul collection that I am working on right now + I intended this mod for more hardcore survival experience where things are hard to come by.
About the street cred, I thought adding such an option but then I thought - you can't get cred for not having stuff... I'm still open to it though... hmmm.
Feel free to use everything in it how ever you want.