Dwarf Fortress

Dwarf Fortress

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Enhanced Trade
   
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26 Jan, 2023 @ 5:34pm
2 Apr @ 11:35am
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Enhanced Trade

In 2 collections by Droseran
Agricultural Expansion Pack
20 items
(Mostly) Vanilla Farming
18 items
Description
Elves bring tree fruits and grown wood objects to trade, so obviously they are fine with utilizing plants as long as the plants are not harmed in the process. So why don't they bring berries and ground fruits to trade? Well, with this mod, now they do! Once the elven diplomats arrive, you can also let them know what you would pay very highly for if they should happen to bring it next year. When combined with Advanced Agriculture or Remove Plant Alignment, elves from savage areas can now bring sliver barb, sun berry, and vine whip in trade.

Dwarven traders now pick fruits and plants they find on their journey and offer those for trade as well.

Human merchants are now always willing to listen to what their customers want, if the price is right. (Previously, human caravans did not always have a merchant agreement. This should fix that.)


!!WARNING!!: Due to the default fortress seed cap, seeds in your fortress stockpiles and farm plots may be deleted when merchants arrive with seeds. This is not due to this mod, but the mechanics of vanilla Dwarf Fortress. This is how it works:

Each species has a specific seed cap in vanilla of 200. Once this limit is reached, new seeds of that species cannot be produced by brewing, eating, or milling. However, you will still keep any seeds you have of that species, and you can go over this limit if you buy more of these seeds from merchants.

Your fortress has a total seed (all species) of 3,000. When this cap is reached, seeds are deleted starting from the oldest first, regardless of species or storage location. This includes seeds planted in farm plots. Seeds in merchant caravans also count towards this fortress limit as soon as they enter the map. If you are at or near the fortress cap of 3,000 seeds, and a merchant brings 300 seeds to offer, 300 of your already collected seeds will disappear, because your seeds are older than the seeds the merchant is bringing.

Some math: There are 157 species with seeds in vanilla Dwarf Fortress. The species seed cap is 200. The fortress seed cap is 3,000. You can safely farm only 15 (3,000/200) species of plants with the default settings. Furthermore, there is no safety cap for merchants, so if a merchant brings 200 seeds (of any type), you could potentially lose all of your seeds for one type of plant (including ones planted in farm plots).

To fix this, navigate to your Dwarf Fortress install folder (typically C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress), go into the prefs folder, and find these lines:

[SPECIFIC_SEED_CAP:200]
[FORTRESS_SEED_CAP:3000]

Change the specific seed cap to something lower. The more varieties of plants you farm, the lower you can safely keep this and still produce enough food.

Change the fortress seed cap to something higher. I recommend [number of types of seeds in your game (vanilla is 157)] times [your chosen specific seed cap] + [buffer for merchant caravans (I'm not sure how many they can bring maximum)].

The settings I use are:
[SPECIFIC_SEED_CAP:30]
[FORTRESS_SEED_CAP:7000]


This effectively makes the fortress seed cap ignored by the game, allowing specific seed cap to be the determination of the maximum number of seeds you can store. I don't want to worry about losing the ability to grow entire species because of merchants showing up with extra seeds.

This isn't something that can be altered by a mod, or I would upload one to fix it.


Check out my other Dwarf Fortress mods: My Dwarf Fortress Workshop

If you enjoy my mods, consider sending me a donation on Ko-fi[ko-fi.com].
My mods will always be freely available, but donations allow me to have time and energy to work on them and provide support.
20 Comments
Droseran  [author] 31 May @ 8:06am 
I think most entity properties are saved on world generation and are static afterwards, requiring a new world to change anything about them. I know that new permitted reactions and positions cannot be added to existing saves.
mihai 110 31 May @ 12:45am 
Question. In the eventuality I would like to add the trade agreement option to a mod race, could I edit a position (say, the diplomat that only brings rumors so far) in an existing world? Or would it require a completely new world? Did not have much success with just merchant nobility so far.

Tried edditing the mod files, changed text to a newer version to prompt an update in loading a save but did not do anything saddly.
Droseran  [author] 7 Apr @ 6:45am 
No worries, it can be difficult to determine the root cause of bugs.
Sayornis 6 Apr @ 8:02pm 
You were right, it was indeed something else. I apologize for the confusion!
Droseran  [author] 4 Apr @ 3:17pm 
It should be physically impossible for this mod to cause these issues. You may want to report these bugs on the Kitfox Discord, as raw mods are not supposed to be able to crash the game, and this mod doesn't do anything complex. Are these crashes occurring on the stable branch of the game?
Sayornis 4 Apr @ 1:34pm 
Unfortunately, it's still causing crashes for me after the update. Crashes have been triggered on unpausing, on trying to open the Units menu, and, on my most recent attempt to test if it was fixed, on trying to scroll up a z-level for some reason.
Droseran  [author] 2 Apr @ 11:37am 
I suspect the crash might be caused by the human trader position being appointed by a position that may not exist due to their variable positions. I've uploaded a new version that should avoid this.
TaxiCabs 1 Apr @ 3:21pm 
Somehow, this mod crashes my game to desktop. I'm not sure why but do you have any suggestions into what I should be looking into to see what's causing it? I really wanna try this mod out.
Travisplo 30 Jan @ 11:39am 
If you can't find your Prefs folder, validate your game files and then launch the game to regen those kinds of files. I had this issue, and then managed to fix it by doing then.
Droseran  [author] 1 Jan @ 12:48pm 
Thanks for pointing that out! It's fixed now.