边缘世界 RimWorld

边缘世界 RimWorld

Map Wide Orbital Trade Beacon
117 条留言
-=GoW=-Dennis 8 月 23 日 上午 11:03 
Does the orbital trade beacon serve as a "drop pod spot" then or is that mod still needed?
Buzz 7 月 25 日 上午 10:10 
fantastic mod :steamthumbsup:
midwintersong 7 月 18 日 上午 10:42 
GOAT mod, thanks for the 1.6 update!
Devsona 7 月 11 日 上午 8:42 
Thanks for continuously keeping this mod alive. :steamhappy:
Proxyer 7 月 7 日 下午 2:57 
Wow! Thanks 1.6 update!
MyTeamWasSuxSometime 6 月 27 日 上午 5:32 
need 1.6
暗夜虚灵 6 月 24 日 上午 3:07 
1.6
Марсель Иванага 4 月 15 日 上午 8:11 
Топчик, спасибо за мод
cvrunmin 4 月 15 日 上午 5:54 
revoke my last word. Vanilla game also grab genepack in ThingDef.GeneBank only
cvrunmin 4 月 14 日 上午 6:51 
Will not work for other mods that adds new genepack container (i.e. gene banks) as this mod only grab genepack in ThingDef.GeneBank but not others that could also have that comp.
WJSabey 2024 年 12 月 6 日 下午 7:44 
This should pair so well with Realistic Orbital Trade , I really hope they work well together. Having to transport the items you sell to a shuttle would be a wonderful counter to the OP-ness of being able to orbital trade anywhere.
Nova 2024 年 11 月 24 日 下午 6:09 
Would it be possible to make a beacon that just fills the room its in instead of the whole map? Whole map feels a little cheat-y
Knuppel 2024 年 11 月 13 日 上午 4:56 
worked for me, check if the items are within home zone
ThatCozyBear 2024 年 9 月 10 日 上午 6:29 
dont wrk it seems
Pick 2024 年 8 月 26 日 上午 2:17 
不起作用了
Avery 2024 年 7 月 25 日 上午 3:39 
doesn't work
KawwaK 2024 年 3 月 29 日 上午 6:29 
I really need this mod, can someone fix it please?
brian_va 2023 年 12 月 7 日 下午 3:03 
seems whatever you want available also needs to be in the home zone. it could also be a mod conflict, maybe someone could confirm.
kinngrimm 2023 年 11 月 14 日 上午 3:54 
any chance we could get a version with adjustable range in the settings? like vanilla+1 to global and anything in between?
DZiral 2023 年 4 月 19 日 上午 11:21 
@Supes Thanks for adding this function
@ThatsAFrog Of course I can eject genes. This is just useful QoL feature
ThatsATau 2023 年 4 月 18 日 上午 2:15 
@DZiral Could you not just eject the genepack and then sell it?
星流之海 2023 年 4 月 11 日 上午 3:47 
Is this compatible with mod beacon?(Such as Beacon Columns in Utility Columns)
DZiral 2023 年 3 月 26 日 下午 5:39 
Rimworld patch 1.4.3555 add useful function - Players can sell genepacks currently inside gene banks. But this mod dont support it. Even if genebanks located in beacon standart range - genes not listed in trade interface. Can this be fixed please?
Devsona 2023 年 2 月 15 日 上午 7:06 
I like that the mod doesn't change anything about the beacon building costs or energy consumption. If a more expensive version or whatever should be added, I hope it will be a mod option.
Tatara 2022 年 12 月 23 日 上午 3:11 
the mod creates a bug in my game. Leaving pawns in front of the console and not interacting with traders
Sera 2022 年 11 月 15 日 下午 6:40 
"a cheat" I see it as balancing. No questions asked a random guy with the brain of a penut and a bit of cloth that can't even hide his twin peanuts can vacuum an item across the map behind a vault door in a locked container but an interstellar space ship capable of warptech that can digitize the items on their ship can't wait 10 seconds out of their 3 days they are around for us to fetch an item 20 feet away from a orbital relay. Ya ok game sure.
pickpickpickpickpickpickpickpick 2022 年 11 月 15 日 上午 5:18 
I'd love to see a research for this, as well as higher power consumption, maybe even an advanced component or two, and some plasteel/uranium/gold in the construction requirements to make this more difficult to get :)
HAZRAD 2022 年 11 月 4 日 下午 2:58 
hey man this mod is a game changer in terms of base design, i got a suggestion though, maybe you could make the trade beacon beacon separate from the regular trade beacon and make it so that it cost like 10x more to make and use 10x more energy or something, love it still though, good job!
HAZRAD 2022 年 10 月 31 日 上午 6:09 
OMG thank you so much for this qol mod
Cas_HSR 2022 年 10 月 28 日 下午 7:25 
Thank you for the 1.4 update. This is a QoL I use all the time!
brucethemoose 2022 年 10 月 16 日 下午 5:58 
Thanks!
Supes  [作者] 2022 年 10 月 16 日 下午 5:54 
It should work now with 1.4
brucethemoose 2022 年 10 月 12 日 下午 9:05 
It does not :(. Errors every tick.
brucethemoose 2022 年 10 月 7 日 下午 5:43 
Oh I hope this still works with 1.4
Dylan 2022 年 5 月 11 日 下午 5:28 
Does this still work?
ŅĚǾ人ŖŨŠ 2022 年 1 月 14 日 下午 2:40 
It does work with custom trade beacons.
maledin 2021 年 12 月 17 日 下午 7:38 
Is there any way to set a custom range for trade beacons using this .dll? I'm making a mod for an enhanced rooftop trade beacon and I want its radius to be larger than the standard one, but not map-wide like you have it here. I'm pretty unfamiliar with .NET code and looking through the decompiled assembly file isn't really helping me all that much. I'd very much
appreciate some guidance in this regard!
VelxraTV 2021 年 9 月 6 日 下午 8:16 
Since default trading with caravans works this way. Why the F was it decided trade beacons needed a power source and a tiny range of influence in actual detection. It was more headache than it was worth to discover why my silver was not showing in the trade menu. Oh it's not close enough to a beacon even though one is placed... your mod fixes that illogical approach.
Johnporeon 2021 年 8 月 26 日 下午 9:21 
Just gonna say, this mod may just change a small thing but it makes the game a lot more manageable since I no longer need a to spend a bunch of time(which is precious because of my potato pc) micro managing hauling and zones. So I'm just here to say thanks.

Besides that, I feel like base game rimworld should have just had something like the trade area from Amazing Cultivation Simulator, where you could easilly tag an item to be hauled to a trade area instead of fiddling in menus.
Supes  [作者] 2021 年 8 月 7 日 上午 1:36 
doors shouldn't matter
ncraftomega500 2021 年 7 月 26 日 下午 1:39 
does the beacon can go throught doors
BrGuardian 2021 年 7 月 12 日 下午 1:38 
Looks good, because sometime the trade beacon don't work well when i put more than one around my base
Supes  [作者] 2021 年 5 月 30 日 下午 10:11 
Well, the orbital trade beacons coverage shouldn't really matter while running this mod as this mod completely ignores the trade beacons (as a programmer, my thoughts were while creating the mod were, "if I'm going map wide, I don't need to look at the trade beacons at all, only the map list"

The only thing I do with the beacons is change the power usage of them as your base gets bigger while the logirithmic power is setting is turned on.

I'll also correct myself about a vanilla trade beacon being required, I'm not sure when, but it looks like ludeon changed the code that checks that so that isn't required. so you only need a single beacon, be it modded or vanilla, happy days.

So maybe another mod is interfering.
SunRod 2021 年 5 月 28 日 下午 11:01 
thanks for replying... Yes everything is close by. The vanilla orbital beacon stopped working actually. Even placing items in its radius does not seem to work. Other modded beacons work thou, so I'm making do. no worries. Maybe if others report the same problem...
Supes  [作者] 2021 年 5 月 28 日 下午 7:22 
Have you made sure you have a vanilla trade beacon, and that it is powered, and the items aren't far away from your main base nor fogged.

what is listed for tradeships becomes the same as what would be listed for visiting merchants. not necessarily the whole map, though I have thought of adding a setting for that (excluding fogged areas, and power requirement would be larger than now, but not much larger)
SunRod 2021 年 5 月 25 日 上午 1:44 
Yeah, it stopped working. It no longer covers the whole map... Or whatever it did before. It works as vanilla now.
Supes  [作者] 2021 年 3 月 17 日 上午 1:12 
if possible, please post your modslist in the bugs discussion
Dylan 2021 年 3 月 11 日 下午 9:09 
Hey does this still work? the range indicator stays the same. I also seem to be getting weird glitches where parts of the UI disappear when I have this mod on.
Supes  [作者] 2021 年 2 月 21 日 上午 10:59 
there's a little more to it, but yes. It's more accurate to describe it as: what is listed for tradeships becomes the same as what would be listed for visiting merchants.
J Dough 2021 年 2 月 20 日 下午 10:54 
Nevermind, this mod makes the whole map the "trading ship stockpile zone" instead of the little 11 x 11 default area or whatever it is