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This looks like a currency mod I'll actually be using for once.
Just recently I've started a medieval playthrough and for some reason faction guests (hospitality) spawn with silver instead of coins so are unable to buy food.
This is not an issue in my normal playthroughs with hospitality. Seems to be the modded factions perhaps? I don't mind tweaking and editing xml's but I don't even know where to start. Any advice?
To do that, you need to add a Trade Tag using the " <tradeTags><li>Currency</li></tradeTags> statement on the Base that all of your Coins are based off.
Then, you need to add this to the Royal Tribute Caravan Trader Kind Def:
<li Class="StockGenerator_BuyTradeTag">
<tag>Currency</tag>
</li>
Also I already unsubscribed from the mod, as I said in my previous comment.
If you run just this and AA you can get "Sky Steel Coins" ... And apparently AA's Red Wood.
regardless, thanks for the mod! It pleases my gremlin brain :D
Currently having the same issue. My resource list is JUST coins of different materials
Even worse, in my case at least, it shows coins of many different materials when you have no coins at all.
A GOD DAMN PATRIOT is what you'd be.
Damn leaf lovers.
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
[Coinage Lite [HH]] Patch operation XmlExtensions.ApplyPatch failed
file: E:\Steam\steamapps\workshop\content\294100\2912839006\base\Patches\patch.hh.coinage.life.millableitems.xml
My current thoughts on the direction of where things may go
Prop: Pretty coins, worth what they are
Normal: 1t1 swap Silver => (Gold) Coin
Realistic: Tech level based Currency
Trading items would still work like usual and you'd get their currency in return but not all currencies would work with all factions. Tribals use wood, or pebbles but the Spacers use plasteel. This may never work
Gold is used currently since Silver is worth 1.00 as is a single gold coin. It's easier.
Will be redoing the mill texture and I would like to add an electric one at some point.
@Maya it might be the 1.3 causing you not to see the traders as that part is built in C for 1.4. I think. Unless another mod is at work I've often had traders have coins of some variety.
Also for note, the coins only look like the original stuffable coin. Each one has it's own def and if I would have coded it correctly they have unique descriptions.
Also I've been using this in 1.3 without any problems aside from traders not having any coins
Optional patches added, essentially the Septim Mod. Will branch as I go but it's a small start, no thanks to me.
Removed bulk recipe as it's broken currently and I'm tired.
On the matter of recipes and traders using coins as the primary form of currency, I'd like to suggest silver coins being made separate from stuffable coins which would make it easier to make them the primary currency, and stuffable coins being made in simple multiples of 10 instead of 50 with the addition of another larger bulk crafting recipe(10, 100, and 1000 coins each) would be helpful for crafting coins out of unwanted resources when you dont have multiples of 5 to craft out of
On the trader thing, that's interesting. Like I said they don't *use* them..yet..but I've seen bulk goods and slavers carry random coins on them as they would any other trade goods in testing. That's without mods and using vanilla traders so that may be the issue.
Once I dive more into that then I'll work out the kinks.
Hmm. Is it just outputting 50? Also. Where did my morbid coins go? lol. I'll have to send out another hotfix here shortly so I'll address what I can.
Do your traders not have random coins? Most of mine have random coins even if they aren't using them as a primary currency. There is is a sorta plan to implement coins as said primary currency but that's tricky..to say the least.
Not planned but a thought I had and I've seen it in other mods. Smelting coins? yea or nay?