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Seem to be a similar mod, if someone else is looking for an animal trader.
Do we have plans for a 1.6 update? Even if it'll take extra time to account for Odyssey content?
1.4:
+ Added the ability to disable trade of specific animal kinds (for compatibility purposes).
+ Fixed bug that could occur when running with Alpha Animals .
Not sure what exactly i can add to that aside from more animals that are affected by it, aside from the workaround i provided.
Then just let things run until you run into such an error. Then hit copy to clipboard, paste on pastebin, and share that.
Because it's quite hard to make workarounds or find bugs from "a lot of mods".
I've only managed to find one mod that has resulted in buggy behavior, and that was because because someone linked it here.
I'm sorry you're running into a bug, and I'm sorry that it's disruptive, but without knowing what the actual bug is, solving it would be like helping a friend move, but you don't have the new address.
started using that mod to reduce the time ships stay in orbit, which reduces the lag from such traders to however long you set the interval to. kinda of a hotfix for now.
AlphaAnimals is aware of the issue judging from their bugforum, but intends to mark mods with animal trading ships as incompatible instead of solving it.
Sadly a lot of mods add animals to oribital traders, which allways leads to error spam.
I wish i could at least dismiss traders to make it go away.
And the the StockGenerator_Animals, does not have an exclude option, so I cannot exclude the GroundRunner without essentially duplicating an amount of vanilla code, which would be a bit of a pain with updates and stuff.
I'll see if I can forward the findings.
It's the WaywardMobileAssembler, and GroundRunner.
But good luck on your next adventure! :D
(I like having them around so I'll probably get them deliberately anyway)
To be honest I don't currently have the time to figure out how to make it trade them ONLY when that mod is installed, but I can give you a workaround:
Go to where this mod is installed "RimWorld/Mods/RimWorld_ZoologicalOrbitalTraders" or "steamapps/workshop/content/294100/1952216926", go to "1.4/Defs/TraderKindDefs" open the file in notepad, and scroll all the way down, and after `<li>AnimalInsect</li>` add `<li>Anty_Bug</li>`. Hit save, restart RimWorld, and the next Zoological Orbital Trader will buy them!
(Alternatively, you can request a trader from their faction, that will trade them (however getting them to be friendly enough to request a trader, or for a trader to happen naturally might be a hard challenge, idk))
Good luck! :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2784149999
@Akaitos, The vanilla mechanic from the coms console, or a mod? (if a mod, please link it with the url)
Further updates and feature stuff will happen when I have time.
Unfortunately there's currently quite a bit happening real-life, which takes priority. As well as my old computer with the notes and stuff having died.
So yes plans, but it might be more than a week. But I have put it on the list of things to do!
@Sarudalf, If they follow/use the Rimworld base-game animal categories/tags, then it should be automatic, yes, if not, I'll look into it.
@Hans, I had looked into it, but could not find any evidence of this/reproduce it, however, I shall look into it again whilst working on the update!
@Xurker, Added on the pile of things to look at while updating!
Could you link the URL to the used mod (or version thereof)? (Since there's also a rebooted version, and I believe a translation, and the mod name needs to be an exact match)
1.3:
+ Added "Spawn All Items" debug tool.
+ Added Vanilla Animals Expanded — Ice Sheet interaction (if it is installed). (Now also trades Walrus Tusks.)
1.3:
+ Added RimWorld v1.3 compatibility.