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Rapporter et oversættelsesproblem
"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."
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.
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.
*Stares with evil eyes*
(Shit so cringe mb gang, had to though)
Also, log file.
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!
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.
Do you have a save file to share? Are you using any other mods that affect traders, such as hospitality?
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
<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!
congrats for your implemented vanilla feature