RimWorld

RimWorld

Realistic Orbital Trade
217 Comments
NeonSunset 7 hours ago 
I'm not quite sure if this is a bug or not, but sometimes even after the ship is fully loaded, it absolutely refuses to leave. There's no error messages or anything; it just says that I didn't meet the deadline and it returns my stuff. The thing is, I've had this happen while I've still have plenty of time on the countdown (3+ hours).

It would be wonderful if you could add some sort of "force launch" option to the shuttle so we can send it off if we've completely loaded it with extra time to spare.
ilyvion  [author] 22 hours ago 
@Schedenfreude: Thanks for the bug report!
Schadenfreude 22 hours ago 
There's an issue with Genebanks.

When you sell genepacks, that are stored in them, pawns will not automatically haul these packs into the shuttle, when sold.

You have to manually find and remember what Genepack you sold and throw it out of the Genebank for it to be hauled off.
Schadenfreude 17 Aug @ 9:31pm 
@ilyvion
Awesome, thanks a lot, take your time.
ilyvion  [author] 17 Aug @ 8:53pm 
@Schadenfreude: I can probably do that. I'm a bit preoccupied with my other mods at the moment, but I'll add that option as soon as I'm able.
Schadenfreude 17 Aug @ 6:52pm 
@ilyvion
Would really like to get a mod option to get the ordered items via drop pod, as in vanilla, instead of having a second shuttle come and deliver them.

I like having to interact more with shuttles, but I'm getting nostalgic for the presence of drop pods arriving at my base.
Schadenfreude 15 Aug @ 12:03am 
In such cases I try and quickly make the item, or spawn the thing via dev option, but pawns won't recognize it as a valid item to be loaded.
Schadenfreude 15 Aug @ 12:01am 
@ilyvion
When I try and renegotiate mid transport and click Accept, nothing happens, no error.

Also (I believe), when I loaded up everything except for some items that went missing, like a meal that got eating during the loading, and try to renegotiate, the trade window doesn't open at all, no error either.
ilyvion  [author] 8 Aug @ 9:40pm 
One thing I might consider is adding a feature where, when the trader leaves, and you're not done loading, instead of just dumping it all out, they'll offer to renegotiate the trade based on what was loaded, so you can at least get paid for what you managed to load in time.
ilyvion  [author] 8 Aug @ 9:40pm 
@SpaceMoth: The whole point of the mod from my point of view apart from the obvious silliness of items just teleporting away is to give you that sense of urgency that forces you to make "sensible" trades that your colony has a chance to complete. And for those who want the realism of having to load a shuttle without the stress of a timer, there's a setting for having an active trade pause the ship departure timer, removing the stress element entirely.

There's also settings in the mod for how long the grace period the trader gives you is. I'm not all that sure I want to add more complexity to the timer; the trader either being willing to patiently wait or having a set, finite departure time that you're at the mercy of feel like the two most realistic possibilities.
Space Moth 8 Aug @ 2:55pm 
Been really enjoying this mod however I've hit an issue recently meaning I have had to pause using it. Running a ranching colony means I've built up a stockpile of thousands and thousands of leather and wool.

I arranged a bulk sale with a bulks trader and even though the trade shuttle landed right next to the storage area and I had all my colonists working to load, I simply did not have enough time to load everything for the trade.

Is it possible to add a trade time multiplier based on how many stacks are to be loaded? Maybe an extra hour for every 5 or so? (Or something configurable?)

It is that or have the trade loading get done in steps with their own grace period. And return all the steps if you stop.
Schadenfreude 2 Aug @ 7:04am 
Happens.

Maybe they were still in range of an indoor beacon, now that I check it they probably were just in range of it.

When I check their range the range indicator always gets confined by walls, so I always assumed they don't work through walls.
ilyvion  [author] 2 Aug @ 6:13am 
Oops, I accidentally deleted your last comment, my apologies.
ilyvion  [author] 2 Aug @ 6:12am 
@Schadenfreude: That is curious. Especially given that I don't modify the actual trading dialog logic in any way, I just hijack the choices made at the point where the game would teleport your sold items away and send down the drop pods with the purchased items and silver.
ilyvion  [author] 2 Aug @ 3:02am 
@Schadenfreude: Lol, I don't know whether to "fix" the prisoners being killed before being transported or just leaving it in there as it is now for shits and giggles.

Yeah, the shuttle landing logic (which I use straight from the vanilla game) can be a bit wonky unless you have specifically built a landing platform.
Schadenfreude 2 Aug @ 1:37am 
Appears to be an issue with shuttles in general.

On another trade the shuttle crashed into my laboratory, demolishing the research bench, on first arrival to pick up the items, as well as when delivering the order.

Then I had a colonist return from a quest, all landed in the exact same spot.
Schadenfreude 1 Aug @ 11:50pm 
Also, really funny coincidence, just when I sold my prisoners to a slave ship they started a prison break, several of them died in the process, the trade was still able to be concluded just fine, the dead bodies were hauled off as part of the trade.
Schadenfreude 1 Aug @ 11:48pm 
I just concluded my second trade, really cool mod, but on the second trade the shuttle delivering my cargo crashed into my base/ship's front and demolished all furniture under where it landed.

Would it be possible to appoint a "spot" where the trade concludes?
ilyvion  [author] 28 Jul @ 11:52am 
@freackyfreac: I figured it's how the trade ship scans your stuff—as in, it's not based on trust, but hard, cold data.

Though if you really want that, I wouldn't be surprised if there's a another mod that removes that requirement.
freackyfreac 28 Jul @ 11:32am 
heya, since my stuff doenst get magically teleported up to the ship, i guess there isnt a reason anymore to have it near a trade beacon? cause i could just tell them what i have and either load it into the shuttle or the deal doesnt come to conculsion?
Kiki 21 Jul @ 10:30am 
How does this work with Gravships?
WJSabey 13 Jul @ 8:02am 
Renegotiating doesn't work if Dynamic Trade Interface is installed. Very annoying when a large trade stalls because one item has gone missing, and the entire trade falls through because we can't renegotiate.
.sorrowspike 27 May @ 7:15am 
Large trade is more plausible with Time Control mod, or if pawns loading the shuttle can use Pick Up and Haul (which I don't know if it's possible)
WJSabey 11 Apr @ 9:28am 
Can anyone recommend a mod that will increase how long traders stay in orbit? Not the extra grace time that this adds, but the base time.
Grave 14 Mar @ 1:45am 
interesting concept, but trades became severely limited by how much I could load onto the shuttle in time to the point of only tiny trades from an already rare tradeship. When I disabled the time restriction, the shuttle could never leave because eventually, the traded items seem to become unavailable to load.
g0jira 7 Mar @ 1:48am 
renegotiation cant be finished, accept button dosnt work
g0jira 6 Mar @ 1:30pm 
while i like idea, often items sold for trader, are missing, 50% chance that i wont be able to finish trade because 1 or more items need to be uploaded, even when they wont be used by pawns
Halfman 26 Feb @ 11:49pm 
@darian Stephens I have the same issue, have you found a workaround?
RQXRQ 5 Feb @ 5:17am 
It should be load before The Dead Man's Switch(PackageID : aoba.deadmanswitch.core). Otherwise, when landing, it will turn into the shuttles of The Dead Man's Switch, but the animation still be vanilla.XD
Darmanarnar 4 Feb @ 10:23pm 
i think the achtung forced work bugged it i was able to replicate the bug.
Darmanarnar 4 Feb @ 12:32am 
i encountered a bug where the shuttle is fully loaded but doesnt depart.
AerosAtar 4 Jan @ 6:31am 
Any update on the failing DTI patch?
Clifthanger64 27 Dec, 2024 @ 4:02pm 
does the shuttle need a working 9x9 beacon pad if my colonies are capable of building it? if yes how does the shuttle work if there's a quest with the shuttle with a colony only 1 landing pad?
Corvus 27 Dec, 2024 @ 11:16am 
This mod turns bulk trading into the most stressful situation ever. 10/10 would install 5 times over
Darian Stephens 25 Dec, 2024 @ 11:08pm 
I don't seem able to properly renegotiate an agreement.
Some items were used up without my knowledge, and now I can't load the shuttle fully.
I had intended to just remove it from the trade, but I can't press 'accept'.
Additionally, items like Flake are displayed as split in the interface, which I imagine is because they're separate stacks, but that makes it impossible to know which one I should remove an item from. However, even if I remove all the Flake from the trade by renegotiating, I still can't accept.
I'm still getting a surplus of silver from them, so there's no reason I shouldn't be able to, unless another item hasn't been loaded and I just can't tell because that's not displayed on the interface when it just doesn't exist anymore.
Rondson 22 Dec, 2024 @ 12:33am 
Is it possible to track the source of those shuttles to their respective mods, in your case? I could poke around/about the mod authors behind it perhaps? Or what could be done here?
ilyvion  [author] 21 Dec, 2024 @ 7:55pm 
@Rondson That is some wacky behavior alright. To avoid mod incompatibilities to the best of my ability, my shuttles all use custom shuttle defs instead of any pre-existing/vanilla shuttle defs. However, I can't really prevent other mods from attempting to modify all shuttles indiscriminately, and I'm guessing that's what happens here.
Rondson 19 Dec, 2024 @ 2:17am 
Hello! I have a quirky one for report, wasn't able to recreate this consistently.

So, what happens is the following:

1) commit a trade with the trader ship
2) It's dropship comes down
3) It's texture gets swapped in and out for the reasons I don't understand. One moment the heavy shuttle or cargo shuttle (?) is recognised as a part of your mod, but, when the texture "flickers" it starts to look like a VFE: Empire shuttle.

What causes this behaviour? Is it because two mods override same vehicle/object/item?

Can it be seen in the logs outright? How can I debug this for you?
ilyvion  [author] 26 Nov, 2024 @ 9:32pm 
@ChopSushiii Thanks for the report, I'll add it to the mod's list of incompatible mods in the next version.
ChopSushiii 26 Nov, 2024 @ 11:54am 
Definitely not compatible with:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1969732297
Trade Ships Drop Spot
Deep 6 Nov, 2024 @ 9:06am 
this mod is fcking awsome.
Halfman 5 Nov, 2024 @ 5:39am 
Would it be possible to make it so that it would use shuttle bays when using Save our Ship 2?
ilyvion  [author] 26 Oct, 2024 @ 10:52pm 
@Inglix Thanks, it's a known problem, but I don't currently have the bandwidth to spend time or energy to fix it. I'll get to it as soon as I'm able.
Inglix 22 Oct, 2024 @ 5:45am 
One of the transpiler patches for Dynamic Trade Interface appears to be failing.

https://gist.github.com/Inglix/52144acbbc59ff9c3b215dd83e84b0fc
Mettzoo 15 Oct, 2024 @ 11:24am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn Mettzoo driver=JobDriver_RenegotiateTrade (toilIndex=1) driver.job=(ROT_RenegotiateTrade (Job_4237240) A = Thing_ROT_TradeShuttle781352 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3FD53E28] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
Mettzoo 15 Oct, 2024 @ 11:23am 
Got this bug also @Zanx & @ilyvion. It seems like if the shuttle is loaded with too many items it won't start. If I lower the quantity of items in the trade it works fine. So there is most likely a threshold of how many items you can load into the shuttle. Renegotiate does not work as the "to load" list empty. If I try to renegotiate it causes the following error. Otherwise I have no mod issues in the debug console.
ilyvion  [author] 7 Oct, 2024 @ 12:17pm 
@Zanx I'm sorry you're having that problem. Without any other details, there's not really much I can do. I will say, though, that I've used this mod alongside hundreds of other mods without running into that problem myself, so if I had to guess, it's probably some as of yet unknown incompatibility with one of your other mods that i don't play with myself.
Zanx 7 Oct, 2024 @ 3:16am 
Seems somewhat bugged, When shuttle is fully loaded and got no items left in the "to load" area, it just stays untill timer runs out and then cancels the trade. good concept tho
fire_ofthecat 28 Sep, 2024 @ 5:31pm 
I think that if the ship came with some pawns (humans, mechanoids, etc.) to help load trade goods from your colony into the trade shuttle it would be much better. I find that many of my trade deals take 3-5 days just to load everything onto the shuttle due to the quantity of items that I sell. If I didn't have the infinite shuttle time option enabled then I don't think I'd be able to make any orbital trade deals unless if it was just with silver.