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Realistic Orbital Trade
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Mod, 1.4, 1.5, 1.6
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30 apr, 2024 @ 12:28
4 jul @ 4:22
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Realistic Orbital Trade

Beskrivning
Has it ever bothered you how the orbital traders can just magically teleport items right out of your stockpiles? This mod puts an end to that. With Realistic Orbital Trade, your pawns will now have to load up a shuttle with the goods you sold before the orbital trader gets their hands on them AND before you get your hands on the goods you bought.

The mod will guide you through all the required steps using the RimWorld quest and letter systems once you've made a trade with an orbital trader.

The mod can be added to a game at any time. Removing the mod should be fine as long as there is no active trading quest at the time. There will be a fairly large list of once-off errors when first loading such a save, however.

Mod compatibility

Mod compatibility is probably generally good, but there might be issues with mods that modify how orbital traders work or how vanilla shuttles work.

Explicitly supported
  • Dynamic Trade Interface — A compatibility layer has been added to make DTI's custom trade window work correctly with ROT.
  • Auto Seller — A compatibility layer has been added to make Auto Seller's AI trader work correctly with ROT.

Works with tweaks
  • Call a trader — Reported to work by another player if the 'Absolute Cost Range' values (both numbers) in the mod settings are set to zero.

Troubleshooting

My colonists won't load books if they are on a bookshelf

Make sure you update to the latest version of the mod, this was patched to work in version 0.8!

My colonists won't load certain items onto the shuttle

First, make sure your items you are trying to sell are in the colony's home area. The code used by shuttles to find sendable items uses the same logic as the code for forming a caravan does for finding valid items, which has the same requirement. This is a vanilla behavior that I'm not particularly interested in modifying.

Next, make sure the items weren't used up by/equipped by a colonist. Since we don't magically teleport items out of your stockpiles anymore, they're still available for other uses until they've been loaded onto the ship. Don't sell (all) things your colonists are currently consuming as you're likely to have fewer left than you promised to sell by the time the shuttle is loaded. Starting with the release of version 0.7, the mod will allow you to renegotiate a trade agreement so you can take off the items you no longer have available.

Finally, make sure items are stored safely so they don't deteriorate. If you sold an item at 50% and it's now at 48%, that's not the item you promised to the trader, and won't be accepted by the shuttle. Starting with the release of version 0.7, the mod will allow some small leeway about item health for the sake of ergonomics.

Bug reports

There's an ongoing issue where people report that this mod causes problems with other shuttles. Unfortunately, every time I test these scenarios myself, everything works fine. As such, I suspect there is another mod that is causing problems, but so far I have nothing solid to go on. Should you experience this kind of problem, help me help you by doing the following:
  1. Make sure you have HugsLib or The Log Publisher from HugsLib.
  2. Do whatever causes the error to show up.
  3. Press Ctrl + F12, click Upload, wait until it's done, and then click Copy.
  4. Paste the link into the comment section below, along with any additional information you have, if any.

Translations
Want your translation in this list? Release a translation mod (i.e. a mod with only a Languages folder, not a copy of this entire mod + the translation) for this mod, and notify me of its existence, and I'll add it to the list.

Version support

This mod supports RimWorld 1.4, 1.5 and 1.6

Source code

Source code can be found on GitHub[github.com]. Report any bugs or feature suggestions/requests on the issue tracker[github.com].

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Feel free to join my Discord server[discord.gg] if you want to talk to me (and other members) about my projects, or just to hang out, I guess. :)
216 kommentarer
ilyvion  [skapare] 9 timmar sedan 
@Schedenfreude: Thanks for the bug report!
Schadenfreude 9 timmar sedan 
There's an issue with Genebanks.

When you sell genepacks, that are stored in them, pawns will not automatically haul these packs into the shuttle, when sold.

You have to manually find and remember what Genepack you sold and throw it out of the Genebank for it to be hauled off.
Schadenfreude 17 aug @ 21:31 
@ilyvion
Awesome, thanks a lot, take your time.
ilyvion  [skapare] 17 aug @ 20:53 
@Schadenfreude: I can probably do that. I'm a bit preoccupied with my other mods at the moment, but I'll add that option as soon as I'm able.
Schadenfreude 17 aug @ 18:52 
@ilyvion
Would really like to get a mod option to get the ordered items via drop pod, as in vanilla, instead of having a second shuttle come and deliver them.

I like having to interact more with shuttles, but I'm getting nostalgic for the presence of drop pods arriving at my base.
Schadenfreude 15 aug @ 0:03 
In such cases I try and quickly make the item, or spawn the thing via dev option, but pawns won't recognize it as a valid item to be loaded.
Schadenfreude 15 aug @ 0:01 
@ilyvion
When I try and renegotiate mid transport and click Accept, nothing happens, no error.

Also (I believe), when I loaded up everything except for some items that went missing, like a meal that got eating during the loading, and try to renegotiate, the trade window doesn't open at all, no error either.
ilyvion  [skapare] 8 aug @ 21:40 
One thing I might consider is adding a feature where, when the trader leaves, and you're not done loading, instead of just dumping it all out, they'll offer to renegotiate the trade based on what was loaded, so you can at least get paid for what you managed to load in time.
ilyvion  [skapare] 8 aug @ 21:40 
@SpaceMoth: The whole point of the mod from my point of view apart from the obvious silliness of items just teleporting away is to give you that sense of urgency that forces you to make "sensible" trades that your colony has a chance to complete. And for those who want the realism of having to load a shuttle without the stress of a timer, there's a setting for having an active trade pause the ship departure timer, removing the stress element entirely.

There's also settings in the mod for how long the grace period the trader gives you is. I'm not all that sure I want to add more complexity to the timer; the trader either being willing to patiently wait or having a set, finite departure time that you're at the mercy of feel like the two most realistic possibilities.
Space Moth 8 aug @ 14:55 
Been really enjoying this mod however I've hit an issue recently meaning I have had to pause using it. Running a ranching colony means I've built up a stockpile of thousands and thousands of leather and wool.

I arranged a bulk sale with a bulks trader and even though the trade shuttle landed right next to the storage area and I had all my colonists working to load, I simply did not have enough time to load everything for the trade.

Is it possible to add a trade time multiplier based on how many stacks are to be loaded? Maybe an extra hour for every 5 or so? (Or something configurable?)

It is that or have the trade loading get done in steps with their own grace period. And return all the steps if you stop.