RimWorld

RimWorld

1,143 ratings
Trading Control
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
676.074 KB
25 Feb, 2020 @ 6:48am
6 Jul @ 7:26am
29 Change Notes ( view )

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Trading Control

Description
What it does.
This allows you to designate where you want Trade Caravans and Guests to set up shop, then lets you tell the Traders when to move on!

No more trampling around inside your workshops or through your bedrooms in the middle of the night!

Bonus
- You can now dismiss traders early by selecting one of your colonists and right clicking on the main trader, then choosing the "Dismiss Trader" option!

Save Compatible
Freely add and remove it whenever you need to.

Hospitality Compatible

Update
-------- Update 1.5 2025/07/02 --------------

- Updated for 1.6

------------------------------------------------------


Original credit for the work is given below:
Original Authors:
- TheUbie Original Developer[ludeon.com]
- Kiame (Maintaining the original release).

Thank you to the translators!
- Ɲơɴɑɱɛ for German
- MossieuLeblanc for French
- Proxyer for Japanese
- Arex for Russian
- Fodnjs0811/Orange_Mushroom for Korean
- 53N4 - Spanish
- adam0310 - Polish
- SY1102 - ChineseTraditional

Reuse
Re-packing, re-uploading and re-publishing this mod are not authorised.

Copyright 2013 [Tad_] This item is not authorized for posting on Steam, except under the Steam account named Tad_



If you have any questions, or issues, please feel free to reach out on the Workshop, or my public Discord Server[discord.gg]

[github.com]

[ko-fi.com]

[discord.gg]

I will delete comments that are just complaints, without a Hugslib Log or Save file to replicate the issue.
Popular Discussions View All (2)
34
27 Jul @ 12:41pm
How to make it less op?
WiseCog
0
4 Jul, 2023 @ 2:55am
Trouble with animals getting stuck outside?
LankyMF
382 Comments
-Silly Pinky!- >.< 13 Aug @ 3:55am 
Hmm, I wonder if I pair this with the Not My Fault mod, make them go into a VERY hot room, and let them die.. I wonder..
*Stares with evil eyes*
(Shit so cringe mb gang, had to though)
织屿人 11 Aug @ 1:32pm 
Thank you for your reply earlier! I’ve successfully stepped into the 1.6 era and the caravan issue is now resolved. Really appreciate your work!:happy_seagull:
Telekom 2 Aug @ 10:53pm 
Hey, just so you know, Orbital Drop Spots are not functioning.
Tad  [author] 1 Aug @ 11:11am 
Funnily enough, I disabled Trading Control - Dismiss in 1.5 because it became a vanilla feature. You shouldn't even be able to use my mod to dismiss.

Also, log file.
织屿人 1 Aug @ 10:19am 
Hi, I encountered a critical red error when using Trading Control on RimWorld 1.5.

The error occurs when I dismiss a randomly spawned NPC trade caravan. The caravan says it’s "dismissed" but doesn’t leave the map, and I get constant red error messages.

According to the log, your mod is calling a method that no longer exists in RimWorld 1.5:

RimWorld.Planet.WorldRendererUtility.WorldRendered

This throws a MissingMethodException because the method was removed in the 1.5 update.

I suggest replacing it with something like Find.WorldCamera != null, which is the 1.5-safe equivalent.

Thanks for your work — just wanted to report this so it can be updated for 1.5 compatibility!
Razlem 30 Jul @ 5:44pm 
I had the question marks disappearing in a game and was able to reliably replicate it in a new game. However, I'm wondering if it might be a from the game itself and not necessarily something to do with this mod directly.

To replicate, I did a dev quick test with just the base game, DLCs, and this mod. Then, I turned on God mode and created a large room (large enough to not need a roof) with one opening square instead of a door. In that square, I then placed a single barricade.

I then put the Caravan Trade Spot in the far side of the room so the traders had to cross the barricade. I then summoned a caravan via dev mode.

The caravan arrived and entered the room. After a bit of time (it seemed to vary each time), the question mark over the trader's head disappeared.
Ueido 22 Jul @ 5:57am 
As far as I can tell the lack of question mark isn't from this. You kinda got to look for the trader among them.
Tad  [author] 21 Jul @ 1:57pm 
Well thats certainly interesting. I have this on 1.6 and my caravans are fine.

Do you have a save file to share? Are you using any other mods that affect traders, such as hospitality?
theigabod 20 Jul @ 6:40pm 
I can confirm that something is broken. I can't initiate trade with anybody in the supposed trade caravan after installing this mod. No log entries show up for this so I have nothing to show. But I started a new game with this installed, got my starting buildings made, got a caravan visit. I looked at them and saw nobody with the question mark over their heads. Then I remembered I installed this mod and went to put the trade caravan spot down and it did attract them to the new location, but I still couldn't trade with anybody.
The Creature 20 Jul @ 12:45pm 
This seems to have an issue where the traders are unable to be traded with since their pack animals just sort of leave the map while the rest of the caravans go to the trade spot