RimWorld

RimWorld

Call A Trader
172 Comments
Hau-Drauf-Klaus  [author] 14 hours ago 
@RottenRuby
You are correct, I tried to get it to work with multiplayer back in the day but sadly never managed to do so.

So it's a known issue ehich I'm most probably never going to fix myself. Sorry for that.
RottenRuby 30 Aug @ 3:52am 
I've been using this in 1.5 multiplayer and it only seems to cause a desync and no tradeship appears, still great mod for singleplayer! Thank you!
redundantusage 3 Aug @ 5:07pm 
Traders weren't showing up when landed at an ancient complex, but moving the ship to a non-event zone allowed them to start showing up again. FYI to anyone else having the issue.
Cyber 23 Jul @ 1:53am 
Ah was just coming to report the issue with messages getting lost in space

Glad to see it's fixed so promptly
Hau-Drauf-Klaus  [author] 22 Jul @ 9:41am 
Hey @all

after the many issue reports I reverted the feature (messages getting lost in space if no comms console is available on current map) introduced with the 1.6 support which I believe responsible.

The mod is now back to its prev. codebase hence behavior so the issues should be gone now ... I hope :D

Sorry for the inconvenience.
SirPhoenixBlood 22 Jul @ 4:31am 
@Jane Austen
sorry i just got back from the hospital so no i was not able to look into why its doing it yesterday
andargor 21 Jul @ 8:03pm 
Like others here, I call the trader, and none ever show up. I haven't had a trader in weeks. I have reduced the delay to 0, to no avail. And like the others, no log entries. No trade ship related mods are installed.
Medriyx 21 Jul @ 5:15pm 
I'm having a simaller issue to Jane Austen, except i am not using "micro comms console mod"
I call a trader, no pop up, no way to contact them, i waited 10 days nothing, tweaked the settings so i have no cooldown and no delay, tried again still get nothing on the comms console, the only other mod i have that effects trade is better trade UI
Jane Austen 21 Jul @ 9:29am 
Nevermind I read the comments and I see that the 'message lost' can be disabled through mod menu.
Jane Austen 21 Jul @ 9:25am 
Same problem with micro Comms console mod. This only affects manually requesting a trader through the drop down menu
M_UnDr 20 Jul @ 8:30pm 
@SirPhoenixBlood Have you found the reason?
mutootie 19 Jul @ 4:32pm 
This seems new since 1.6, but when I call a trader, and I only have a micro comms table instead of the vanilla, the response is always lost.
Hau-Drauf-Klaus  [author] 19 Jul @ 11:19am 
@SirPhoenixBlood
My mod does not affect the kinds of traders showing up at all. It only gives you a way to manually trigger the otherwise random game event of a trader showing up.
Hence any issues with traders, items etc. are in 99.9% of cases not caused by this mod.
SirPhoenixBlood 19 Jul @ 6:46am 
the bulk goods trader seem to be bug it was empty like his whole screen just show no inventory no money nothing at all even after paying for him to come see me
Dust 18 Jul @ 9:19am 
Thanks!
Hau-Drauf-Klaus  [author] 18 Jul @ 9:08am 
@Dust
Yes there is a delay ... You can configure it in the mod options (as the description explains).
Dust 17 Jul @ 9:02pm 
Is there a delay from paying to getting the trader? Lost the silver, but no trader has shown up within a day.
Hau-Drauf-Klaus  [author] 16 Jul @ 2:39pm 
@jimmyvision
Thanks for the hint, maybe thats the reason for the other issues as well.
I might take a look at the new Interaction if I find the time.
Hau-Drauf-Klaus  [author] 16 Jul @ 2:38pm 
@falconbird85
That might be the case, yes. You can disable the 'message lost' event in the options, then it should work as before.
falconbird85 15 Jul @ 10:28pm 
seems to have an issue with small coms console mod, as my message was lost because i don't have a console, despite being able to use it to make the call... lol
jimmyvision 15 Jul @ 8:09pm 
For anyone also using the ''trader ships" mod - that auto disables orbital traders now and you have to turn off in mod settings. That was why this mod wasnt working for me :-)
大番薯之怒 15 Jul @ 3:32am 
bro,I made a translation for your mod . if you mind, I will hide it .
Zarquon 15 Jul @ 3:23am 
+1 to calling traders and them not appearing. unfortunately there are no error messages in the log so i can't really help. It worked for quite a while before breaking. Tried on map different maps.
Hau-Drauf-Klaus  [author] 14 Jul @ 7:03am 
My mod queues the games native 'trade ship appears' event once a request is accepted in the letter.

If in the meantime there is an event ongoing (I think some extreme fog or stuff) which prohobits tradeships from showing up that might explain your issue.

Other then that I'd need some logs or a guide on how to reproduce it exaclty to help out, sorry.
Michaellaneous [ZF] 14 Jul @ 2:08am 
I am having a somewhat similar issue. I call the hub, request a trader. The silver gets deducted but the trader never shows up. Not running many mods except trader, rimatomics and vanilla nutrient paste expanded.
nonya0992 12 Jul @ 1:04pm 
@Hau-Drauf-Klaus
After further looking into it, I think its not your mod that is the issue. There is another trader calling mod I apparently have that I think is doing it. Sorry
Hau-Drauf-Klaus  [author] 12 Jul @ 2:39am 
@nonya0992
It should already be a normal instant task toncall for trade ships.
So it seems somthing is wrong with your setup/game installation to me. Maybe try reinstalling the mod/game.
nonya0992 9 Jul @ 3:40pm 
Not sure if your mod is broke or if its a conflict, but when I tell a pawn to call a trader, the action is queued instead of setting to the current task. Then after they complete the current task, the queued task of calling a ship disappeared and they do not call a ship. Could you make it so that the action of calling a ship sets to the current task?
Seanbeag 5 Jul @ 4:17am 
Permits are the things you get in royalty. Like summon a shuttle or an orbital strike. I'll have a look at your mod to see if it can be added easily.
Hau-Drauf-Klaus  [author] 5 Jul @ 3:48am 
@Seanbeag
Whats a permit? I don't actively play Rimworld anymore, just occasionally keeping the mod up to date :D

Feel free to fork the mod on github to use it as base for yours or create a pull request with your idea for a change and I can review it and maybe introduce it in this mod if I like it :)
Seanbeag 3 Jul @ 4:17am 
I was looking at making a mod that allows you to buy one use of a permit using the comms console. Do you think this mod could be used as a base for that? Could you change the incident called from a trade ship to a permit use?
Hau-Drauf-Klaus  [author] 2 Jul @ 10:03am 
@Wecardo!?
Nothing ... I had a weird issue with my dev setup for rimworld I use once once a year if a new rimworld version drops :D

Mod is updated to 1.6 and even got a new feature I apparently implemented around christmas last year and forgot to publish ... fingers crossed that one works :D
Wecardo!? 30 Jun @ 12:15pm 
The mod seems to work fine on 1.6, what interface changed?
Hau-Drauf-Klaus  [author] 17 Jun @ 2:48am 
@Bronips on first glance it seems an Interface I used changed in 1.6 so I need to take a deeper look.

Not sure when I will get around to do that.
Bronips 15 Jun @ 3:22am 
1.6?
InnocentDeadly 5 Jun @ 3:38pm 
Thanks for wasting my silver the trader didnt even come
Hrodgard 6 May @ 12:43am 
I absolutely love this one. Easy to integrate and a lot of configuration options.:steamthumbsup:
Hau-Drauf-Klaus  [author] 26 Apr @ 3:05pm 
@separat.mn my mod does not affect any content nor details of spawning ships.
It just triggers the event which spawns ships in the same way the basegame does by random chance.

So it should not be the cause for the described behavior.

If you can provide me a description to reproduce your issue I'd be happy to take a look though.
separat.mn 19 Apr @ 3:37am 
Why does every ship summoned with this mod have no details or silver?
Hau-Drauf-Klaus  [author] 15 Apr @ 5:44am 
Thanks for the kind words :)

I'm happy you like it!
paulrdunstan 9 Apr @ 11:59pm 
Well done Hau-Drauf-Klaus!! This mod is just what I have been looking for. It is a clean, well-written mod with excellent mod options. It's targeted C# code should minimise the potential for incompatibilities. It is great for all players but ideal for the late-game player. For late-late-game players, it works really well in combination with Coldcrow's Better Orbital Traders mod.
Hau-Drauf-Klaus  [author] 23 Mar @ 7:07am 
My mod does not cause ships to land or anything. It just triggers the event on click instead of triggering it by random chance as the basegame does.

So your issue is most probanly with the trader ships mod or something else but should not be caused by my mod.
Abu Bakr al-Baghdadi 23 Mar @ 4:43am 
When a trader ship lands i send a pawn to trade but all they do is touch the ship and just walk off, no UI or menu pops up or nothing. Any help?
Maquinoide 3 Jan @ 8:00am 
70% of the times i called a trader, it just took my silver and they never showed up
SpacerGorisan 11 Dec, 2024 @ 1:39pm 
@Hau-Drauf-Klaus

I've confirmed the fixes in the latest version.
Thanks!
Hau-Drauf-Klaus  [author] 11 Dec, 2024 @ 5:29am 
@SpacerGorisan - thanks for the report.

I can confirm your findings (thanks for the reproduction description) and fixed the issue (hacky 'caching' in my code) with the latest release of the mod.

Feel free to confirm the fix works for you as well.

Thanks!
SpacerGorisan 9 Dec, 2024 @ 8:50pm 
Defect Report.
With this mod and “Dubs Performance Analyzer” installed,
When I open the options window of “Dubs Performance Analyzer” -> Update -> Harmony Patches, it crashes for sure.

I reproduced it with this mod list ↓.
=========================
Harmony
Core
Call A Trader
Dubs Performance Analyzer
=========================
Hau-Drauf-Klaus  [author] 19 Nov, 2024 @ 11:26am 
@saintbeutal none that I'm aware of ... I did not know that mod until mow though.

Feel free to try it out :)
saintbrutal 14 Nov, 2024 @ 5:07pm 
just curious are there any known reports/issues with this mod

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2296557502

works differently but also adjust tradeships rng
Hau-Drauf-Klaus  [author] 28 Sep, 2024 @ 1:05pm 
I can take a look and see if that's easy todo, sounds like a reasonable change (at least to have an option to configure it is a good idea) :) ...
Cannot give any hint's on when I'll be trying it out though.