DICE PACKS BUNDLE
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  1. #1511
    Quote Originally Posted by Conspiracy View Post
    I've activated the Trade Goods Auto Generation in the options, but it doesn't populate anything in the trade tab. Am I missing some step?
    There are three settings in the configuration for trade good generation. 'Off', 'All' or 'World'. When set to 'Off' no trade goods will generate, 'All' will generate for all location types and 'World' Will only generate trade goods where the location type = World.
    World-Goods.png

  2. #1512
    Here are the settings and the resultant trade tab. So you can check the settings. This is in a new Campaign with no Extensions. Core Rulebook 2022, High Guard 2022, CSC 2022 modules. It the world also has Trade Codes set.
    World Settings.png
    Last edited by Conspiracy; March 4th, 2026 at 06:39. Reason: Campaign Settings, TC set.

  3. #1513
    I've loaded the custom loctation using your settings and its working as intended, please check if there are leading or trailing spaces in the Type field? Did you have trade goods loaded before and removed them so the automated system could generate the common goods automatically?

  4. #1514
    Sorry, I think I misunderstood what it does. It auto generates the amount, not the actual basic goods available and amount?
    Last edited by Conspiracy; March 4th, 2026 at 23:56. Reason: Spelling

  5. #1515
    I previously attached a screenshot of what the trade goods screen looks like after the auto generator did its thing. The system is designed to auto generate the common trade goods, leaving the refereee the choice of adding the specific goods for the world, or leave it as is.

    Please let me know if you're the Host (Referee) or the client (player) when you are attempting to access the trade goods.
    Last edited by Toko Loshe; March 5th, 2026 at 05:45.

  6. #1516
    I'm the Host (Referee).

  7. #1517
    I've checked the code, the only thing that would prevent the automatic generation is if the world type does not match 'World' No leading or trailing spaces. I set up a custom location and the script fires. Please see if the code is working for a location other than the one you have shared before.

  8. #1518
    The skill "Heavy Weapons" in Core rulebook update 2022 appears to not be working correctly. If it is dragged into a character's skill list it does not remove the -3 DM from heavy weapons. Adding a sub skill like "Heavy Weapons (portable)" will give +1 DM to appropriate weapons and add a second version of "Heavy Weapons" to the character's skill sheet. This second version will remove the -3 DM from all heavy weapons.

  9. #1519
    I've figured it out.
    I need to have the module: Mongoose Traveller 2E - Core Rules activated. If I only activate Mongoose Traveller 2E - Core Rulebook Update 2022 it doesn't work.
    Last edited by Conspiracy; March 6th, 2026 at 05:26. Reason: Figured it out.

  10. #1520
    Quote Originally Posted by Conspiracy View Post
    I've figured it out.
    I need to have the module: Mongoose Traveller 2E - Core Rules activated. If I only activate Mongoose Traveller 2E - Core Rulebook Update 2022 it doesn't work.
    Thanks for letting me know, the code was written before the update was released, I'll have a look to see if I can include the core update 2022 in the list of sources of trade goods.

    I encountered an error in the skills section for skills from the update where the data structure differs from the ruleset which prevented the ruleset code from finding the skill. I think the issue you encountered is similar, I'll test and confirm.

    *Confirmed* The Core Update 2022 uses a different structure than the Core rulebook to store the trade goods. I've updated the code to cater for this and after testing, will push the fix.
    Last edited by Toko Loshe; March 6th, 2026 at 08:10. Reason: Confirmed

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