Dwarf Fortress

Dwarf Fortress

Enhanced Trade
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.
Omen 1 Jan @ 8:04am 
you have [SELECT_ENTITY:MOUNTAINS] instead of [SELECT_ENTITY:MOUNTAIN], which prevents dwarven traders from bringing aboveground crops.
Droseran  [author] 2 Jul, 2023 @ 4:05am 
To make specific races always have certain animals available, there's a couple of things you need to do.

The first is to assign the animal to the civ in the entity file. That's described here on the wiki [dwarffortresswiki.org]. Here's a working example of it from a mod I'm working on:
[ANIMAL]
[ANIMAL_TOKEN:SPIDER_CAVE]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]

The second thing to do is make the civ have trade agreements. The current way to make a civ present the trade agreement option is to give their entity the token [MERCHANT_NOBILITY]. With this token, you can request they bring the animals the next time they arrive.
Riddle 78 1 Jul, 2023 @ 8:19pm 
What would I need to do,if I want to make specific animals purchasable from specific race's caravans?
Greystar 6 Feb, 2023 @ 1:38pm 
yeah I noticed it was only partially because of this mod, it was also because of the settings, which I did go in and change. Thanks for the info though. I increased it to some ridiculous amount to not worry about it.
Droseran  [author] 5 Feb, 2023 @ 4:00pm 
2/2

There are 157 species with seeds in vanilla. At default settings, this would be 31,400 seeds you could get just by farming. Then merchants could bring more on top. However, since the fortress seed cap is only 3,000, what actually happens is seeds start getting destroyed, oldest first, regardless of species.

To fix this, you need to go into (Dwarf Fortress installation folder)\prefs\d_init.txt. Change "[SPECIFIC_SEED_CAP:200]" to something you're comfortable with. The more plant varieties you grow, the lower you can have and still grow plenty to eat. I use 30, since I grow all 76 varieties of brewable plants (though, I'd be safe as low as 10). Then, change [FORTRESS_SEED_CAP:3000] to something higher than your specific seed cap times 157 + 300 (for merchant overhead) or higher. I use 7,000, because I don't want to lose any seeds and this makes the effective limit the specific seed cap and basically ignores merchant stock.
Droseran  [author] 5 Feb, 2023 @ 4:00pm 
That is a possibility. The way seed storage works is rather annoying, but you can change it in the game settings (d_init.txt). Here's how it works and how to fix it:

By default, each plant species has a seed cap of 200 seeds. When a seed is created (eating, brewing, milling, etc.), that count goes up. Seeds in farm plots are still seeds until they are harvestable plants. Once this 200 limit is reached, no more seeds of that plant will be produced (but none will be removed either, the production jobs just stop giving new seeds). Caravans can bring more seeds, allowing you to go over this limit. No seeds will be deleted.

However, there is also a fortress seed cap. Default is 3,000. Seeds in storage, farm plots, and merchant stock count towards the fortress total cap. When the cap is hit, your oldest seeds get deleted until the cap is reached. This includes seeds in farm plots.

1/2
Greystar 5 Feb, 2023 @ 3:22pm 
I think with this mod installed every time the humans come all my seeds vanish...
Ceruleus 3 Feb, 2023 @ 2:54pm 
I havent used this mod yet, but i can confirm that i have at least one dwarven civ thats come with a trade liason in the 3+ years i had contact with them. The first human caravan had a liason this run but i have not contacted another human civ yet
Droseran  [author] 3 Feb, 2023 @ 1:43pm 
Dwarven civs should always have a trade agreement in vanilla, as they have the [ESTABLISH_COLONY_TRADE_AGREEMENTS] token. If I'm mistaken, please let me know, and I'll update the mod. Though, due to the way entities work, I don't think this can be changed for already generated worlds.
Ceruleus 3 Feb, 2023 @ 1:14pm 
Does this mod make the dwarven civs always have a trade agreement as well?