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Trade Settings
Runs Trader caravan routes. It picks up contracts from trade ministers, loads your caravan, takes it from outpost to outpost delivering crates, pays your dues, and feeds the caravan along the way. It also trains a list of other skills while you travel. It keeps going until you tell it to close up.
If you don't have a caravan, it rents one from the nearest shipment clerk, or collects it from the stable it was left in.
For an overview of Trading and caravan trading, see Trader Tutorials.
You can stop and restart it at any time, as long as you restart it in the same room as your caravan.
Supported provinces: Zoluren, Ilithi, Forfedhar and Therengia. It trades between the towns of whichever province the nearest trade outpost is in.
hometown: Crossing
trade_contract_container: backpack| Setting | Default | Purpose |
|---|---|---|
| hometown | Must be a town in the province you're trading in, or the script stops ("Make sure you set your hometown to a town in-province!"). It's also where you go hunting. | |
| trade_contract_container | backpack | Where contracts are kept. The script stops if it can't find this container. |
You also need a feedbag, worn or in a container. It's bought from the Trader Shop in the guild (circle 5 and up). Without one, the script stops.
caravan_coins_on_hand: 9555| Setting | Default | Purpose |
|---|---|---|
| caravan_coins_on_hand | 9555 | Coins to carry for dues and supplies. If you have less when you start and you're near a bank in one of the bank towns below, it withdraws first. At outposts in bank towns (Crossing, Shard, Leth Deriel, Riverhaven, Muspar'i, Hibarnhvidar and Therenborough), it deposits everything and withdraws this amount again. |
Dues are paid at the shipment clerk after each delivery. If a minister won't give you a contract until you pay dues you can't afford, it fetches more coin first.
trade_use_stable: true
caravan_interior: false| Setting | Default | Purpose |
|---|---|---|
| trade_use_stable | true | When closing up, leave the caravan at the nearest caravan stable (paying the stabling fee) instead of returning it. Next time, the script collects it from that stable. With false, the caravan is returned to a shipment clerk. |
| caravan_interior | false | Set this to true only if you've bought your caravan's interior. You then ride inside while the caravan is led, except on ferries. |
trade_tasks: true| Setting | Default | Purpose |
|---|---|---|
| trade_tasks | true | Also take Traders' Guild TASKs from the shipment clerk, at most one every 20 minutes, and turn them in when done. |
There are no settings for how contracts are chosen; this is what to expect:
- At each outpost, it delivers any contracts for that town, dumps any expired contracts along with their crates, and takes a new contract if it doesn't already hold one from that town.
- It heads for the nearest outpost it has business at. When enough contracts pile up for one town, it works its way toward that town instead.
- Before taking each contract, it runs
;buff trade. If you have notradewaggle set,;buffjust says so. - It feeds the caravan at each outpost, and forages grass for the feedbag on the trail when the feedbag runs low.
- After each delivery it runs
;safe-room, which only does anything if you need healing.
caravan_training_skills:
Performance: 120
Appraisal: 60
Attunement: 100
Outdoorsmanship: 5
Locksmithing: 30
Perception: 45
First Aid: 120
crafting_training_spells:
Utility:
abbrev: NOU
mana: 5caravan_training_skills lists the skills to train and how many seconds to wait between turns at each. The default is shown above. It trains whichever ready skill has the lowest mindstate (below 25), and moves on when the skill passes 30 mindstates or after 4 minutes.
| Skill | How it's trained | You need |
|---|---|---|
| Attunement | PERCEIVE MANA | |
| Appraisal | Appraises your worn gem pouch, pouches in full_pouch_container, and bundles; assesses your instrument below 250 ranks |
|
| Performance |
;performance; it also slips in First Aid when that's due |
worn_instrument (default zills). Without it, Performance is dropped. |
| First Aid | ;first-aid |
A textbook or compendium (textbook_type / compendium_type). Without one, First Aid is dropped. |
| Outdoorsmanship, Perception | Collects rocks outside the caravan | |
| Locksmithing |
;lockbox on your picking_lockbox, looting the box with your loot settings |
picking_lockbox. Without one, Locksmithing is dropped. |
| Athletics | ;athletics stationary |
|
| Outfitting, Engineering | Knits or sews, or shapes wood, inside the caravan | See Crafting on the road |
| Forging |
;workorders blacksmithing, in towns with a forge, while Forging is below 14 mindstates |
Your forging settings. The number is the wait between work orders. |
| Augmentation, Warding, Utility | Casts your crafting_training_spells
|
crafting_training_spells |
- While a guide leads the caravan, it trains everything except Forging and the magic skills.
- While you walk the caravan yourself (for example to and from Riverhaven and Muspar'i, which can't be led to), it only trains Attunement, Appraisal, Performance and the magic skills.
- Any other skill name is silently ignored. That includes Mechanical Lore, which some older guides list.
yarn_quantity: 100
lumber_quantity: 15
crafting_container: backpack
outfitting_belt:
engineering_belt:
caravan_recipes:
shaping:
recipe: a wood crown
difficulty: challenging
workorder: true
tailoring:
recipe: knitted blanket
difficulty: easy
workorder: false| Setting | Default | Purpose |
|---|---|---|
| yarn_quantity | 100 | Wool yarn to keep for Outfitting. At most 301. |
| lumber_quantity | 15 | Balsa lumber to keep for Engineering. At most 30. |
| crafting_container | backpack | Where crafting tools and materials go. Without it, you get a warning. |
| outfitting_belt / engineering_belt | Toolbelts for knitting and shaping tools. | |
| caravan_recipes | Items to make instead of the script's own choice, per discipline (shaping, tailoring). With workorder: true, finished items are turned in on a work order once you have 5 or more stored. |
- Materials are restocked when you stop in a town that sells them.
- Outfitting knits with wool yarn until 550 ranks (or if your tailoring recipe is knitted). After that it sews burlap cloth, keeping 50 on hand.
- Finished items go in the caravan's storage box from circle 35. Below that, they're thrown away. Work-order turn-ins only happen from circle 35, because they come from the storage box.
- After more than 6 crafting sessions, it repairs tools with
;workorders tailoring repairor;workorders shaping repairwhen it passes a society.
With the hunt argument, when it stops in your hometown with Trading above 12 mindstates, it goes hunting, at most once every 20 minutes. It runs ;hunting-buddy caravanhunt, using the hunts in Charname-caravanhunt.yaml, then ;safe-room, then returns to the caravan.
| Setting | Used for |
|---|---|
| gem_pouch_adjective, full_pouch_container, spare_gem_pouch_container | Appraisal, and storing gems from Locksmithing boxes. |
| picking_lockbox, picking_worn_lockbox | Locksmithing training. |
| lootables, loot_specials | Sorting what comes out of Locksmithing boxes. Unrecognized items are thrown away. |
| storage_containers | Opened at the start. Engineering looks in them for unfinished projects. |
| worn_trashcan, worn_trashcan_verb | Throwing things away. |
With closeup (or when duration runs out), it takes no new contracts, delivers everything it still holds, then:
-
With
trade_use_stable: true(the default), it stores any lumber or cloth in the storage box, takes the caravan to the nearest stable and pays to stable it. -
With
false, it returns the caravan at the nearest outpost's clerk. Everything in the caravan's storage box is thrown away first (circle 35+), leftover balsa lumber and burlap cloth are dropped, and it runs DUMP JUNK.
With exit, it then logs you out.
| Argument | Purpose |
|---|---|
| room id | Take your caravan to this room, then stop. You need a caravan already. |
| outpost town | Take your caravan to this town's trade outpost, then stop. Use the town's first word, for example outpost shard. |
| closeup | Deliver everything, take no new contracts, then stable or return the caravan. |
| duration minutes | Trade for this many minutes, then close up. |
| hunt | Hunt occasionally (see Hunting). Works on its own or after duration. |
| exit | After closeup or duration, log out once the caravan is put away. |
Debug messages: ;e UserVars.trade_debug = true.
;trade
;trade hunt
;trade duration 120 hunt exit
;trade closeup
;trade outpost crossing
;trade 1234