RimWorld
Trading Control
388 comentarios
Sarelth hace 23 horas 
@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 22 AGO a las 12:34 
@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 21 AGO a las 19:40 
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 21 AGO a las 19:39 
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  [autor] 21 AGO a las 1:12 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel 20 AGO a las 19:05 
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"- 13 AGO a las 3:55 
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 AGO a las 13:32 
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 AGO a las 22:53 
Hey, just so you know, Orbital Drop Spots are not functioning.
Tad  [autor] 1 AGO a las 11:11 
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 AGO a las 10:19 
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 a las 17:44 
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 a las 5:57 
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  [autor] 21 JUL a las 13:57 
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 a las 18:40 
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 a las 12:45 
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 a las 5:34 
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  [autor] 17 JUL a las 2:48 
It should do, I know it's broken however so I've been working on a fix.
Ki Shuya 16 JUL a las 23:47 
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 a las 23:45 
@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  [autor] 15 JUL a las 17:27 
why?
Retrogam3r_96 15 JUL a las 16:18 
RIP trading spot
TacocaT 13 JUL a las 14:47 
Thanks for the update, having to move over to this from an abandoned mod and at least there's options
Tad  [autor] 13 JUL a las 9:40 
Dismissal is, designated trading areas' are not.
Jet 13 JUL a las 2:13 
is this really not already part of vanilla? Wow, thank you
Tad  [autor] 6 JUL a las 3:27 
Cheers Elf, i'll modify that now
elfxiong 5 JUL a las 16:10 
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  [autor] 30 JUN a las 14:37 
I'm working on it.
123547l 30 JUN a las 7:25 
1.6 pls
Tad  [autor] 24 ABR a las 4:17 
Oh thats a fun thing. I can take a look at it sure.
Arylice 23 ABR a las 10:11 
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 ABR a las 10:16 
Can trade with dismissed triads?
Tad  [autor] 13 MAR a las 6:51 
No, The GMT trading Spot is a fork of KV's Trading mod which does a similar thing.
2017632033 10 MAR a las 4:42 
Is this mod compatible with the [GMT] Trading Spot mod?
Skyl3lazer 23 ENE a las 13:46 
Orbital trades don't seem to respect the marker
powerkane 22 ENE a las 22:10 
weird bug where after you trade you don't get the items and their silver goes to blank
Derp pup 20 ENE a las 12:55 
Dragons from dragons descent that enter the map from the wandering dragon event gather at the spot if visitor gathering is enabled.
Tad  [autor] 23 DIC 2024 a las 13:32 
That's probably the innate spawner recognising the building, more then me doing anything.
P O P 21 DIC 2024 a las 18:20 
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 DIC 2024 a las 1:19 
I second the orbital spots not working.
-=JkJkLoL=- tk421storm 30 NOV 2024 a las 18:33 
orbital drop spot does not work on 1.5 - does the code exist on github?
samtowers08gamer 28 SEP 2024 a las 17:22 
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  [autor] 26 SEP 2024 a las 16:18 
Oh thanks for that! I'll see about adding an update
betterwithrobots 26 SEP 2024 a las 9:45 
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 AGO 2024 a las 23:03 
Finally traders aren't walking around in the killbox clueless and getting shot if there is an attack. Thanks!
Tad  [autor] 26 JUL 2024 a las 12:59 
Could you expand on that please? Anima trees are a much newer feature compared to this mod.
dabeek 26 JUL 2024 a las 12:25 
Oversight: Caravan Trade Spot is not anima tree-friendly even though all other spots are.
NVM3L3SS 7 JUL 2024 a las 4:02 
I'm finally on 1.5
congrats for your implemented vanilla feature
Draxial 17 JUN 2024 a las 16:49 
Orbital pod also ignoring marker for me, on 1.5
WDLKD 28 MAY 2024 a las 2:14 
Thank you for this mod!