The world was generated using mods such as Recurrent Complex, Climate Control, Streams, Realistic Terrain Gen, ExtraBiomesXL and Highlands, to get a world we are satisfied with. Place these in common trade ports and cities for best business! ![]() ![]() Players will be able to set up a market booth, provide it an inventory of items, and set prices. Find a player who's in demand for copper, but has plenty of coal, and coordinate regular trades with that player! You may have an abundance of copper, but coal may be rare in your biome. Players will be able to perform 1 on 1 trading. NPCs will also sell unique items required for progression and crafting, such as glass moulds for crafting glass items like vials, lenses, etc. You can then travel to a desert city where glass and sand are sold in bulk for low prices, buy some, then go to Baroham and sell it to an NPC for a profit. However, they lack sand and glass, and will offer to pay a pretty penny for large shipments of sand and glass. As such, the NPCs in Baroham will have plenty of spruce wood, furniture, and fish to sell. The selection of items an NPC wants or has to offer depends on the city and surrounding biomes' materials.įor example, the city of Baroham is a port city located in a spruce forest. Many of these NPCs will have items for sale, as well as items to buy. Located in the many cities and towns of Tradewinds are NPCs. The station itself can not be crafted - it's a map maker item which Tradewinds' map makers will place in predetermined, fixed locations such as major cities and trade towns. A trade pack is crafted using ingredients listed in the station's GUI. Trade packs can be crafted at a pack-crafting station. The mod will include a currency system, wagons, carts, boats and trade packs. If you played ArcheAge or BDO, then you will find this mod to be similar to its trading system. One of our community's developers created a new mod that creates a trading system. Tradewinds will feature THREE primary methods of trading. Some food and a speed potion wont be enough to travel! There will be real environmental dangers and factors to consider. There will be a true need to prepare and plan accordingly before setting out to travel. This pack will also include mods that promote progression and add a layer of realism to the pack. By making this pack a multiplayer, dedicated hosted server, we can develop it in an agile and dynamic way, adding content as players progress. There are no plans for a single player map. The pack will be hosted on a public server with a premade map with incredibly large biomes and premade cities/towns, outposts, mining shafts, routes, shipyards, NPCs with goods for sale and more. This modpack will also have an element of exploration to discover treasures and goods, which you may pawn off to travelers and traders. You will be travelling for two main reasons: delivering trade goods for money, and to obtain resources from other biomes and locations which would otherwise be rare in your home location. You will be able to travel the world by foot, on horses, wagons and boats to get to your destination. This modpack will focus on a travelling trader theme. More details here, such as how to install and server info: Our forums are online to accept bug reports and feedback.
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