RimWorld

RimWorld

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Trading Control
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Velikost souboru
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676.074 KB
25. úno. 2020 v 6.48
6. čvc. v 7.26
Poznámky ke změnám (29) – zobrazit

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Trading Control

Popis
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.
Populární diskuze Zobrazit vše (2)
37
před 1 hodinou
How to make it less op?
WiseCog
0
4. čvc. 2023 v 2.55
Trouble with animals getting stuck outside?
LankyMF
Počet komentářů: 389
Tad  [autor] před 1 hodinou 
@aquifel

Without the log or save, I can't confirm anything, except, this mod does not mess with the Traders trading status.

For example, here: https://i.imgur.com/OBLp5oQ.png I've just spawned them and they're heading to the trading spot (Spoilers) surrounded by barricades. They are still tradable.
Sarelth 23. srp. v 21.59 
@Aquifel A log is usually created in the \Ludeon Studios\RimWorld by Ludeon Studios which you can get to easy with Rimpy by clicking to go to the Config folder and looking for the Player.log file 1 folder up.
https://prnt.sc/sfXkqHNtks3K for an image if it will let me link it.
ChrisB 22. srp. v 12.34 
@Aquifel providing a log is necessary for reasons that are not restricted to errors, there are a ton of things that can be read from a log other than errors
Aquifel 21. srp. v 19.40 
Kind of funny, but looking at the info card for barricade is probably the best explanation of the problem possible:

"A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects. Barricades will block certain kinds of animals the same way that fences do."
Aquifel 21. srp. v 19.39 
I did already cover that, there are no error logs, not even at the info level, no messages whatsoever in any form when the trade animal is lost. I can load a save directly after the trader enters and when they hit the fence and fail the log remains 100% empty. This is steam and this is not a recently updated mod, we're all up to date.

I already covered replication too, but I will make it simpler:

* Put a fence between where the traders enter and the trading spot.
* Trade caravan will try to cross the fence.
* Trade animals don't cross the fence with the rest.
* Trade caravan ceases to have trade inventory and loses it's question mark.

Main problem you have is that redirecting the trading spot creates a situation where trade animals can be too far from the intended path to get through the barrier (gates/etc) depending on entrance vector, but the rest of the caravan is able to just hop the barrier. Without a redirect, the entire caravan just stops at the barrier.
Tad  [autor] 21. srp. v 1.12 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel 20. srp. v 19.05 
I'm having what looks like the same problem as some of the others below. As soon as the trader crosses a barricade (or a fence), they lose their trading question mark. It does look like the trading animals aren't able to cross the fence and just kind of lose their attachment to the rest of the party and wander off eliminating the trading inventory.

My error log is empty when this happens, there are no log entries, not even at the info level. If I remove this mod, the error does stop, but then they also don't try to cross the fence/etc.
-Alpha-01: "Cross"- 13. srp. v 3.55 
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. srp. v 13.32 
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. srp. v 22.53 
Hey, just so you know, Orbital Drop Spots are not functioning.