(Backstory: I made some big claims aaaages ago - now, finally, I have something ingame and working! 0.6a helped a lot in this regard)Current version: 0.3
Compiled ModSourceTradewinds:
This mod adds a variety of commodities that can be carried from place to place across the sector. All of the (two) core systems are supported, along with a variety of additional systems, and each system has a different set of prices for certain goods. Additionally, some extra trade-fleets can be found plying the spacelanes, delivering these goods to random stations. If you are of a piratical bent, you can destroy them to recover their loot.
Screenshot (oh so exciting trading screen! It's hard to get an action packed screenshot for this mod...):
License is CC-attribution-WTF at the moment, as in: I'd like to be credited, but otherwise you can do whatever you want with it. Do note that the graphics are a derivative work based on starsector core graphics, so this license does not apply to them - they still belong to Alex / David / Fractal Softworks.
Notes:
Balance is still shaky, and arguable. There's also not yet much you can DO with these resources EXCEPT sell them (hopefully for more than you got them). Also if you have no idea how much something is supposed to cost, you'll always get the medium 'default' price if you check in hyperspace.
Also... I found and fixed rather a lot of crash bugs in this before deciding it was ready. There is a reasonable chance I missed at least one. If you find one, then my apologies - please let me know about it and ideally post the exception from the starfarer.log. Thanks!
Changelog:
0.2 - Improved resource handling in stations and trade fleets that aren't the player. Also now supports hyperspace! (There isn't anywhere to trade IN hyperspace yet... but if there were, it would now be supported. It's set to medium prices for everything, so if you want to see the 'base' price, check there!)
0.2b - Removed dependency on Corvus and Askonia existing.
0.2c - fixed bug introduced by 0.2 where the mod would crash in unfamiliar systems. Added Mirage and Seiiki to the supported systems list.
0.3 - Broke saves, Expanded range of prices, added item descriptions, added daily price fluctuations, added random chance to permanantly change the price of a certain good in a random system - potentially by a lot! Also loads of bugfixes, crash fixes, and generally better code.
Future plans:
0.35 - refine events, make them temporary, add cargo removal for notsoldhere and massive-demand events.
0.4 - Add stopgap goods sinks - stations get rid of some of their goods after a while
0.5 - Add feature to combine high tech, low tech and agri-goods to make supplies, add an item that you jettison to spawn the interaction? Also do this for Reactive Gasses + Refined Infernium
0.6 - Add systems, stations in those systems which add a specific type of cargo
0.7 - Upgrade Cargo fleets: fly between systems, initially buying what is cheap in their home system and flying to somewhere pre-set that it is expensive, and then selling and buying a cheap good instead. Don't just randomly wander off and despawn
0.8 - Other fleets are spawned with / generate resources-loot when they are defeated.
1.0 - Cargo fleets that look at the price table, pick a cheap good to buy, an expensive place to sell, and go there automatically.
1.1 - Dynamic pricing based on evaluation of all goods in a given system.
(Of course, the order of these and whether I actually do them may well change depending on how hard and how fun they are, but that's my plan at the moment!)
Credits: David, for the brilliant crate and fuel tank sprites that I have used for various other goods. Alex - for making Starsector's modding API a joy to use, and of course for Starsector itself.