RimWorld

RimWorld

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Realistic Orbital Trade
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Mod, 1.4, 1.5, 1.6
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1.482 MB
30 apr, 2024 @ 12:28
11 sep @ 21:39
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Realistic Orbital Trade

Beskrivning
Has it ever bothered you how the orbital traders can just magically teleport items right out of your stockpiles? This mod puts an end to that. With Realistic Orbital Trade, your pawns will now have to load up a shuttle with the goods you sold before the orbital trader gets their hands on them AND before you get your hands on the goods you bought.

The mod will guide you through all the required steps using the RimWorld quest and letter systems once you've made a trade with an orbital trader.

The mod can be added to a game at any time. Removing the mod should be fine as long as there is no active trading quest at the time. There will be a fairly large list of once-off errors when first loading such a save, however.

Mod compatibility

Mod compatibility is probably generally good, but there might be issues with mods that modify how orbital traders work or how vanilla shuttles work.

Explicitly supported
  • Dynamic Trade Interface — A compatibility layer has been added to make DTI's custom trade window work correctly with ROT.
  • Auto Seller — A compatibility layer has been added to make Auto Seller's AI trader work correctly with ROT.

Works with tweaks
  • Call a trader — Reported to work by another player if the 'Absolute Cost Range' values (both numbers) in the mod settings are set to zero.

Troubleshooting

My colonists won't load books if they are on a bookshelf

Make sure you update to the latest version of the mod, this was patched to work in version 0.8!

My colonists won't load certain items onto the shuttle

First, make sure your items you are trying to sell are in the colony's home area. The code used by shuttles to find sendable items uses the same logic as the code for forming a caravan does for finding valid items, which has the same requirement. This is a vanilla behavior that I'm not particularly interested in modifying.

Next, make sure the items weren't used up by/equipped by a colonist. Since we don't magically teleport items out of your stockpiles anymore, they're still available for other uses until they've been loaded onto the ship. Don't sell (all) things your colonists are currently consuming as you're likely to have fewer left than you promised to sell by the time the shuttle is loaded. Starting with the release of version 0.7, the mod will allow you to renegotiate a trade agreement so you can take off the items you no longer have available.

Finally, make sure items are stored safely so they don't deteriorate. If you sold an item at 50% and it's now at 48%, that's not the item you promised to the trader, and won't be accepted by the shuttle. Starting with the release of version 0.7, the mod will allow some small leeway about item health for the sake of ergonomics.

Bug reports

There's an ongoing issue where people report that this mod causes problems with other shuttles. Unfortunately, every time I test these scenarios myself, everything works fine. As such, I suspect there is another mod that is causing problems, but so far I have nothing solid to go on. Should you experience this kind of problem, help me help you by doing the following:
  1. Make sure you have HugsLib or The Log Publisher from HugsLib.
  2. Do whatever causes the error to show up.
  3. Press Ctrl + F12, click Upload, wait until it's done, and then click Copy.
  4. Paste the link into the comment section below, along with any additional information you have, if any.

Translations
Want your translation in this list? Release a translation mod (i.e. a mod with only a Languages folder, not a copy of this entire mod + the translation) for this mod, and notify me of its existence, and I'll add it to the list.

Version support

This mod supports RimWorld 1.4, 1.5 and 1.6

Source code

Source code can be found on GitHub[github.com]. Report any bugs or feature suggestions/requests on the issue tracker[github.com].

Like my work?
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Feel free to join my Discord server[discord.gg] if you want to talk to me (and other members) about my projects, or just to hang out, I guess. :)
258 kommentarer
ilyvion  [skapare] 10 okt @ 21:45 
@Jacbo: Yeah, it's something I eventually plan to make, but I'm not very actively modding at the moment; I'm mostly in "putting out fires" mode now.
Jacbo 2 okt @ 7:26 
Do you have any plans to do something like this for trader caravans? I'm currently looking for one and I also don't have any DLC
Worldwidegamer 24 sep @ 12:24 
I have a space base and i'm using Spaceports and I have the vanilla shuttle landing location but the trading is just working the same. Im not sure why
Darian Stephens 24 sep @ 3:59 
Oh, perhaps there could be a small fee for them sending the shuttle in the first place?
A transport tax, or something, so it's not like you're wasting their time and fuel for free? You'd have to load it, though... maybe it's the first thing, and if you don't do it, you get a faction reputation hit?

Maybe the workers could be an extra option that costs a bit more, requesting some extra help with the trade?
ilyvion  [skapare] 24 sep @ 3:04 
@Vril: Indeed! It's a planned idea already, but I don't know when it'll become a reality.
Vril 24 sep @ 1:32 
Trader ship could spawn pawns to help carry the stuff with bigger orders.
Darian Stephens 23 sep @ 21:55 
@ilyvion
I haven't done that. I don't want to cheat the system or make it too easy, but it does suck when we have a potential big trade ready and we've spent half a day loading most of it, but we run out of time in the final stretch.
Perhaps a letter saying something along the lines of: "The trader is about to leave, but if you're willing to pay a small fee, they will extend their wait by x hours. Would you like to do this, or cancel the trade?"
Perhaps there could be a couple of different responses you can give, adding more time? Like, 3 hours, 6 hours, 12 hours?
ilyvion  [skapare] 23 sep @ 21:50 
@DarianStephens: I assume you've already set the grace time in the settings to the highest possible value? But yeah, I could probably add a mechanic like that.
Darian Stephens 23 sep @ 4:46 
Do you think there could be an option to extend the time a trader will wait in exchange for some extra silver or something?
Even with the whole colony on transporting, we still can't manage some particularly large trades.
ilyvion  [skapare] 13 sep @ 22:10 
@Vril: The mod uses the same code for choosing a landing spot as the vanilla Royalty shuttles; having a cleared landing pad [rimworldwiki.com] should make the shuttles favor it. If not, that's a bug in the game itself.