RimWorld
Trading Control
388 件のコメント
Sarelth 8月23日 21時59分 
@Aquifel A log is usually created in the \Ludeon Studios\RimWorld by Ludeon Studios which you can get to easy with Rimpy by clicking to go to the Config folder and looking for the Player.log file 1 folder up.
https://prnt.sc/sfXkqHNtks3K for an image if it will let me link it.
ChrisB 8月22日 12時34分 
@Aquifel providing a log is necessary for reasons that are not restricted to errors, there are a ton of things that can be read from a log other than errors
Aquifel 8月21日 19時40分 
Kind of funny, but looking at the info card for barricade is probably the best explanation of the problem possible:

"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."
Aquifel 8月21日 19時39分 
I did already cover that, there are no error logs, not even at the info level, no messages whatsoever in any form when the trade animal is lost. I can load a save directly after the trader enters and when they hit the fence and fail the log remains 100% empty. This is steam and this is not a recently updated mod, we're all up to date.

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.
Tad  [作成者] 8月21日 1時12分 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel 8月20日 19時05分 
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.
-Alpha-01: "Cross"- 8月13日 3時55分 
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 8月11日 13時32分 
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 8月2日 22時53分 
Hey, just so you know, Orbital Drop Spots are not functioning.
Tad  [作成者] 8月1日 11時11分 
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 8月1日 10時19分 
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 7月30日 17時44分 
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 7月22日 5時57分 
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  [作成者] 7月21日 13時57分 
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 7月20日 18時40分 
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 7月20日 12時45分 
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 7月17日 5時34分 
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  [作成者] 7月17日 2時48分 
It should do, I know it's broken however so I've been working on a fix.
Ki Shuya 7月16日 23時47分 
Quick question, does this also allow you to control where Trade Ships Drop in? Or do I still need another mod for that?
Deepfield 7月16日 23時45分 
@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  [作成者] 7月15日 17時27分 
why?
Retrogam3r_96 7月15日 16時18分 
RIP trading spot
TacocaT 7月13日 14時47分 
Thanks for the update, having to move over to this from an abandoned mod and at least there's options
Tad  [作成者] 7月13日 9時40分 
Dismissal is, designated trading areas' are not.
Jet 7月13日 2時13分 
is this really not already part of vanilla? Wow, thank you
Tad  [作成者] 7月6日 3時27分 
Cheers Elf, i'll modify that now
elfxiong 7月5日 16時10分 
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  [作成者] 6月30日 14時37分 
I'm working on it.
123547l 6月30日 7時25分 
1.6 pls
Tad  [作成者] 4月24日 4時17分 
Oh thats a fun thing. I can take a look at it sure.
Arylice 4月23日 10時11分 
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 4月22日 10時16分 
Can trade with dismissed triads?
Tad  [作成者] 3月13日 6時51分 
No, The GMT trading Spot is a fork of KV's Trading mod which does a similar thing.
2017632033 3月10日 4時42分 
Is this mod compatible with the [GMT] Trading Spot mod?
Skyl3lazer 1月23日 13時46分 
Orbital trades don't seem to respect the marker
powerkane 1月22日 22時10分 
weird bug where after you trade you don't get the items and their silver goes to blank
Derp pup 1月20日 12時55分 
Dragons from dragons descent that enter the map from the wandering dragon event gather at the spot if visitor gathering is enabled.
Tad  [作成者] 2024年12月23日 13時32分 
That's probably the innate spawner recognising the building, more then me doing anything.
P O P 2024年12月21日 18時20分 
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 2024年12月15日 1時19分 
I second the orbital spots not working.
-=JkJkLoL=- tk421storm 2024年11月30日 18時33分 
orbital drop spot does not work on 1.5 - does the code exist on github?
samtowers08gamer 2024年9月28日 17時22分 
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  [作成者] 2024年9月26日 16時18分 
Oh thanks for that! I'll see about adding an update
betterwithrobots 2024年9月26日 9時45分 
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 2024年8月21日 23時03分 
Finally traders aren't walking around in the killbox clueless and getting shot if there is an attack. Thanks!
Tad  [作成者] 2024年7月26日 12時59分 
Could you expand on that please? Anima trees are a much newer feature compared to this mod.
dabeek 2024年7月26日 12時25分 
Oversight: Caravan Trade Spot is not anima tree-friendly even though all other spots are.
NVM3L3SS 2024年7月7日 4時02分 
I'm finally on 1.5
congrats for your implemented vanilla feature
Draxial 2024年6月17日 16時49分 
Orbital pod also ignoring marker for me, on 1.5
WDLKD 2024年5月28日 2時14分 
Thank you for this mod!