RimWorld

RimWorld

Zoological Orbital Traders
159 Comments
sjaak31367  [author] 7 Sep @ 8:13am 
1.6 update (recompiled, fixing several things that were moved/renamed)
Nouvi 6 Sep @ 6:22am 
Caution for using in 1.6 currently is that this will break menus in RIMMSqol, and possibly other orbital traders due to an error occasionally failing to generate trader inventory. The specific error is in the bug report discussion.
Drago Duval 22 Jul @ 1:59pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960610215&searchtext=orbit
Seem to be a similar mod, if someone else is looking for an animal trader.
SalzStange 15 Jul @ 7:08am 
1.6 would be very important
gunns22 12 Jul @ 6:47pm 
@sjaak31367

Do we have plans for a 1.6 update? Even if it'll take extra time to account for Odyssey content?
Evono 5 Jul @ 5:21pm 
is 1.6 planned please?
ThelianTech 12 May @ 9:24am 
so out of curiosity, is this mod still functional and working properly today?
sjaak31367  [author] 29 Feb, 2024 @ 7:08am 
Update!

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 .
sjaak31367  [author] 7 Feb, 2024 @ 8:46am 
@DeadmanWalking, That's fair. Then I thank you for the workaround, and if you do wish to add mods with which there are compatibility issues, do feel free to post it. In case the issue is on this mods' side, I can try to solve it, and otherwise, redirect it to the other mod's author (like missing trade-tags).
ⒹⓔⓐⓓⓜⓐⓝWalking 6 Feb, 2024 @ 5:52pm 
I was refering to the bug you described.
Not sure what exactly i can add to that aside from more animals that are affected by it, aside from the workaround i provided.
sjaak31367  [author] 6 Feb, 2024 @ 4:39pm 
@DeadmanWalking, For a usable bug-report here, please enable dev-mode, and at the top of the screen (possibly in the log), set it to pause-on-error, and pop-up-on-error.
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.
ⒹⓔⓐⓓⓜⓐⓝWalking 6 Feb, 2024 @ 2:26pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2876541977

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.
ⒹⓔⓐⓓⓜⓐⓝWalking 6 Feb, 2024 @ 11:33am 
Man this bug is ruining the game for me.
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.
sjaak31367  [author] 30 Dec, 2023 @ 5:13pm 
Further update, the WaywardMobileAssembler also bugs out when sold to a Vanilla Exotic Goods orbital trader.
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.
sjaak31367  [author] 30 Dec, 2023 @ 4:17pm 
Upon slight further inspection, it seems to be only 2 of the added animals from Alpha Animals , and only upon stocking them, where it will throw errors which very slightly slow things down (4x speed still works (if you turn off log auto-open)). Which is resolved as soon as the trader to which carries them (for sale, or after buying) has left comms range, and everything is back to normal.

It's the WaywardMobileAssembler, and GroundRunner.
sjaak31367  [author] 30 Dec, 2023 @ 1:21pm 
@Ataxius, From a cursory glance, it seems like it might be caused by some animals unable to exist when not currently on the map, which is well above my level. Might be fixable on their end, or a workaround by excluding them from sale. I haven't modded in a while, so I'm unsure if I can fix it without delving deep. But thank you for reporting it!
Allachor 28 Dec, 2023 @ 5:18am 
Just a note, this mod has a severe issue with Alpha Animals. It spams the hell out of the error log and turns the game into a slideshow anytime certain animals show up in its inventory. The one animal I've noticed that caused this is the Groundrunner, I haven't experienced it with any others though there may be issues with them as well.
sjaak31367  [author] 24 Aug, 2023 @ 9:23am 
@Frisky Bacon, Good luck to you then! My experience with stacks of errors in RimWorld is either directly at startup/load time, which just means an incompatibility, or when a pawn or UI tries to interact with a missing recipe/task at a crafting station/surgery/etc. If it's a specific action that causes the issue to arise, the log might point to which mod is the cause. Or a more brute-force method just a binary search. Disable half your mods (you'll get errors tn loading missing stuff, but after that it should run), If issue gone, problem is not in this 50% of mods. divide remaining mods in two, retry. if still gone 75% mods clean. 25% possible cause. Rinse repeat.
But good luck on your next adventure! :D
Frisky Bacon 22 Aug, 2023 @ 2:34am 
Thanks for the solution, I'm restarting that save anyway due to frequent stack overflows and cleaning up my modlist a tad, But I'll probably save that solution to a notepad in case I end up with Protys again, and once again don't have the hart to slaughter them :D.
(I like having them around so I'll probably get them deliberately anyway)
sjaak31367  [author] 21 Aug, 2023 @ 9:35am 
And if altering files feels like cheating, you just simply convinced the trader to buy them, by faxing them a very cute picture of them, and they changed their minds. :)
sjaak31367  [author] 21 Aug, 2023 @ 9:07am 
@Frisky Bacon, A quick glance at that mods code suggests that they aren't labelled as animals, they're labeled as `Anty_Bug` and nothing else (like `AnimalCommon` and `AnimalInsect`), which is why they're not included.
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!
sjaak31367  [author] 21 Aug, 2023 @ 9:06am 
(Or since you already waited for a trader to arrive once, you can do the above, and then in-game enable Dev Mode from settings, then (when on the colony) on the top of the screen hit the left gear-with-triangle button, 'add trade ship of kind', 'zoological trader'. And you'll spawn in a tradeship with updated inventory. (Don't forget to disable dev-mode after))

(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! :)
Frisky Bacon 20 Aug, 2023 @ 5:27am 
Curses, I was trying to use this mod to get a trader who will buy My Proty's (from the Anty The War ant) mod, because I have way too many of them, and they are too cute to slaughter, and no other trader will buy them, but apparently not even the Zoologists will.
HAZRAD 29 Apr, 2023 @ 1:43pm 
Is this compatible with Call Trade Ships?
Key WiteWolf 16 Apr, 2023 @ 11:26pm 
Just wanted to thank you for this mod. I've used it for quite some time, and as someone who runs many animal mods and always has a fair number of animals, even when not doing an animal themed run, this mod is a god-send. I know it's a lot of work, and real life should always come first, but I just thought I should let you know how much the time and work you put into this is appreciated. ^_^
threeofblubs 20 Nov, 2022 @ 10:14am 
@sjakk31367, Thank you!
sjaak31367  [author] 20 Nov, 2022 @ 10:05am 
@Akaitos, Tested, yep, it works just fine.
threeofblubs 20 Nov, 2022 @ 9:34am 
sjaak31367  [author] 20 Nov, 2022 @ 8:52am 
@Red Jones, Thank you very much, that means a lot c:

@Akaitos, The vanilla mechanic from the coms console, or a mod? (if a mod, please link it with the url)
threeofblubs 17 Nov, 2022 @ 5:55pm 
Is it compatible with "Call Orbital trader"?
Aschevacuum 16 Nov, 2022 @ 1:00am 
finally! ty!
Red Jones 15 Nov, 2022 @ 9:13am 
Thank you Sjaak, just having the mod with its OG features is amazing. Appreciate you.
sjaak31367  [author] 14 Nov, 2022 @ 3:33pm 
Real life stuff still going on, but here's the v1.4 compatibility update.
Further updates and feature stuff will happen when I have time.
Evono 13 Nov, 2022 @ 4:02pm 
Haha yeah.... :P
Red Jones 12 Nov, 2022 @ 5:46pm 
A story in three parts..
Evono 6 Nov, 2022 @ 8:38am 
okay ... it breaks multiple menus like the dev menu so it doesnt work on 1.4 entirely fine ( i mean the functionality works but it breaks other things like parts of the UI )
Evono 6 Nov, 2022 @ 8:24am 
Just tested it , except 4 red errors in main menu it seems to work entirely fine ingame ( for now tested 3 orbital traders ) modlist count 297.
Evono 6 Nov, 2022 @ 1:23am 
Really cant wait for this , did someone test it meanwhile ? does it work on 1.4?
sjaak31367  [author] 23 Oct, 2022 @ 12:01pm 
@Vinlic, Ah I hadn't expected this update quite so soon! So thanks for the ping!
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!
Vinlic 22 Oct, 2022 @ 1:46pm 
Any plans for 1.4 update?
Sarudalf 19 Dec, 2021 @ 10:33pm 
Can you sell expended factions - Vikings animals with this mod? Njorun for example?
Hans 1 Sep, 2021 @ 3:48am 
Doesnt seem to be compatible with trade ships?
Xurker 19 Aug, 2021 @ 3:25pm 
sure, im using the updated 1.3 version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2373633407 in english, no translation mods
sjaak31367  [author] 19 Aug, 2021 @ 2:14pm 
@Xurker, hmmm, that sounds like incorrect behaviour! Luckilly there is a workaround, but still! D:
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)
Xurker 19 Aug, 2021 @ 2:09pm 
hello, I have both Let's Trade! and this mod enabled, with Let's Trade loading first, but this mod says I dont have Lets Trade installed, now I know that I can simply set it to lets trade commonality but I was wondering why it didnt recognize it as installed in the first place
sjaak31367  [author] 7 Aug, 2021 @ 7:14am 
Update!

1.3:
+ Added "Spawn All Items" debug tool.
+ Added Vanilla Animals Expanded — Ice Sheet interaction (if it is installed). (Now also trades Walrus Tusks.)
Sir Dhyne 21 Jul, 2021 @ 2:40pm 
Thanks a bunch!
sjaak31367  [author] 21 Jul, 2021 @ 10:16am 
Update!

1.3:
+ Added RimWorld v1.3 compatibility.
sjaak31367  [author] 21 Jul, 2021 @ 9:28am 
@Sir Dhyne, Yes! Was already working on it, but thank you for the ping!
Sir Dhyne 20 Jul, 2021 @ 6:19pm 
Any plans to update for 1.3?