RimWorld

RimWorld

Trading Control
384 Comments
Tad  [author] 2 hours ago 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel 8 hours ago 
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.
-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
R41N 17 Jul @ 5:34am 
Thanks for the update, all the old ones are deprecated but I like the dismiss option this one has. Thanks for your work! Hopefully you can get the Trade Ships / Shuttle spot working as well. :tobdog:
Tad  [author] 17 Jul @ 2:48am 
It should do, I know it's broken however so I've been working on a fix.
Ki Shuya 16 Jul @ 11:47pm 
Quick question, does this also allow you to control where Trade Ships Drop in? Or do I still need another mod for that?
Deepfield 16 Jul @ 11:45pm 
@Tad Guessing they are talking about the dismiss option that was added in 1.6 which wasn't even the key feature of this mod.
Tad  [author] 15 Jul @ 5:27pm 
why?
Retrogam3r_96 15 Jul @ 4:18pm 
RIP trading spot
TacocaT 13 Jul @ 2:47pm 
Thanks for the update, having to move over to this from an abandoned mod and at least there's options
Tad  [author] 13 Jul @ 9:40am 
Dismissal is, designated trading areas' are not.
Jet 13 Jul @ 2:13am 
is this really not already part of vanilla? Wow, thank you
Tad  [author] 6 Jul @ 3:27am 
Cheers Elf, i'll modify that now
elfxiong 5 Jul @ 4:10pm 
After the recent update, on 1.5 it’s giving an XML error on startup: <artificalForMeditationPurposes>false</artificalForMeditationPurposes> doesn’t correspond to any field in type ThingDef. Moving <artificalForMeditationPurposes> to inside <building> tag solves the error.
Tad  [author] 30 Jun @ 2:37pm 
I'm working on it.
123547l 30 Jun @ 7:25am 
1.6 pls
Tad  [author] 24 Apr @ 4:17am 
Oh thats a fun thing. I can take a look at it sure.
Arylice 23 Apr @ 10:11am 
VisitorGroup cannot be dismissed... But other Trader Events can indeed be dismissed... Could you bring back your own Dismiss Trader option for this mod please? :steamsad:
Lekoda 22 Apr @ 10:16am 
Can trade with dismissed triads?
Tad  [author] 13 Mar @ 6:51am 
No, The GMT trading Spot is a fork of KV's Trading mod which does a similar thing.
2017632033 10 Mar @ 4:42am 
Is this mod compatible with the [GMT] Trading Spot mod?
Skyl3lazer 23 Jan @ 1:46pm 
Orbital trades don't seem to respect the marker
powerkane 22 Jan @ 10:10pm 
weird bug where after you trade you don't get the items and their silver goes to blank
Derp pup 20 Jan @ 12:55pm 
Dragons from dragons descent that enter the map from the wandering dragon event gather at the spot if visitor gathering is enabled.
Tad  [author] 23 Dec, 2024 @ 1:32pm 
That's probably the innate spawner recognising the building, more then me doing anything.
P O P 21 Dec, 2024 @ 6:20pm 
Small thing I noticed. If you place a trading spot next to an insect cocoon, it will wake the infestation. Dunno if it works with the orbital spot. Pretty good way to cheese the infestations, but I don't know if you intended for it to work that way.
Samael Gray 15 Dec, 2024 @ 1:19am 
I second the orbital spots not working.
-=JkJkLoL=- tk421storm 30 Nov, 2024 @ 6:33pm 
orbital drop spot does not work on 1.5 - does the code exist on github?
samtowers08gamer 28 Sep, 2024 @ 5:22pm 
I HAD A MOMENT OF BRILLIANCE BHA HA HA HA!
Put the trading spot next to... the wall of an Ancient Danger. Took down the wall, and boom—Mechs & Insects everywhere
During the chaos, noticing some Traders were not pulling their weight, I moved the spot inside the Danger, pulling the entire caravan in.
Hilarity ensued. Various Traders & Ancients were injured, but I shoved them into cryocaskets—hello, fresh prisoners & slaves!
Bonus: Combat Supplier Caravan! Assault Rifles, SMGs, Bolt Actions... and a Zeus Hammer. Free of charge. I could still trade, and their Megasloth cost me only $97 . No money from the caravan tho, probably cause I walled them in.
Summary: fresh slaves, great weapons, still traded, discounted animals. Not bad for 3 colonists. Got some injuries & infections, but Glitterworld meds now.
PS: Forget bashing slaves to buy 'em cheaper—this way’s way more fun
Tad  [author] 26 Sep, 2024 @ 4:18pm 
Oh thanks for that! I'll see about adding an update
betterwithrobots 26 Sep, 2024 @ 9:45am 
re: dabeek's comment, I think they're referring to a missing:

<artificialForMeditationPurposes>false</artificialForMeditationPurposes>

in the def's <building> section in Buildings_Production_TradingSpot.xml. I added it on my local copy for 1.4 for the same reason—without it, your trading spot can't be near your anima tree.

Thanks for the very useful mod!
Toprongy 21 Aug, 2024 @ 11:03pm 
Finally traders aren't walking around in the killbox clueless and getting shot if there is an attack. Thanks!
Tad  [author] 26 Jul, 2024 @ 12:59pm 
Could you expand on that please? Anima trees are a much newer feature compared to this mod.
dabeek 26 Jul, 2024 @ 12:25pm 
Oversight: Caravan Trade Spot is not anima tree-friendly even though all other spots are.
NVM3L3SS 7 Jul, 2024 @ 4:02am 
I'm finally on 1.5
congrats for your implemented vanilla feature
Draxial 17 Jun, 2024 @ 4:49pm 
Orbital pod also ignoring marker for me, on 1.5
WDLKD 28 May, 2024 @ 2:14am 
Thank you for this mod!
CursedBun 16 May, 2024 @ 8:01pm 
Orbital pods is ignoring marker. I'm still on 1.4
sirduck 2 May, 2024 @ 6:32pm 
@ignis: send Hugslib Log or Save file to replicate the issue for tad fixing and Does it happen often or is it rare?
ignis 26 Apr, 2024 @ 9:16am 
Ther is a strange bug with trade spot - with it caravan pawns don't eat their meals, causing malnutrition and mental breaks.
Titan 20 Apr, 2024 @ 10:07am 
Congratulations on being one of the few who gets their mod brought into vanilla! :steamthumbsup: