RimWorld

RimWorld

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Trading Control
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
676.074 KB
Feb 25, 2020 @ 6:48am
Jul 6 @ 7:26am
29 Change Notes ( view )

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Trading Control

Description
What it does.
This allows you to designate where you want Trade Caravans and Guests to set up shop, then lets you tell the Traders when to move on!

No more trampling around inside your workshops or through your bedrooms in the middle of the night!

Bonus
- You can now dismiss traders early by selecting one of your colonists and right clicking on the main trader, then choosing the "Dismiss Trader" option!

Save Compatible
Freely add and remove it whenever you need to.

Hospitality Compatible

Update
-------- Update 1.5 2025/07/02 --------------

- Updated for 1.6

------------------------------------------------------


Original credit for the work is given below:
Original Authors:
- TheUbie Original Developer[ludeon.com]
- Kiame (Maintaining the original release).

Thank you to the translators!
- Ɲơɴɑɱɛ for German
- MossieuLeblanc for French
- Proxyer for Japanese
- Arex for Russian
- Fodnjs0811/Orange_Mushroom for Korean
- 53N4 - Spanish
- adam0310 - Polish
- SY1102 - ChineseTraditional

Reuse
Re-packing, re-uploading and re-publishing this mod are not authorised.

Copyright 2013 [Tad_] This item is not authorized for posting on Steam, except under the Steam account named Tad_



If you have any questions, or issues, please feel free to reach out on the Workshop, or my public Discord Server[discord.gg]

[github.com]

[ko-fi.com]

[discord.gg]

I will delete comments that are just complaints, without a Hugslib Log or Save file to replicate the issue.
Popular Discussions View All (2)
39
21 hours ago
How to make it less op?
WiseCog
0
Jul 4, 2023 @ 2:55am
Trouble with animals getting stuck outside?
LankyMF
394 Comments
Proxyer 17 hours ago 
Hi Tad. Thank you for update Release v21.

I update the Japanese translation for Release v21. So I sent Pull request from GitHub. Please confirm and merge. Thank you.

- Add JobDef translation file.
- Update File name
To avoid duplication with Core files of the same name, added TC_ (short for Trading Control) to the beginning of the translation file name.
Ex: TC_Jobs_Misc.xml, TC_Buildings_Production_TradingSpot.xml
- Remove old file "Buildings_Production_TradingSpot.xml".
Tad  [author] 21 hours ago 
I think.. I THINK i fixed the orbital drop issue.. I'm not pushing it until I can get some confirmation however.

This latest build will not be backwards compatible, I've literally removed all code relating to <1.5.

There is also a new Building that you can use for thematic environments, IE the Marketplace where the traders will congregate.

If you want to try / test this out, its available as a standalone release here: https://github.com/Toakan-Network/RW-TradingControl/releases/tag/v20


I'll likely push this in a couple of weeks to steam if there are no issues raised.
Proxyer Aug 31 @ 6:47am 
Hello, author Tad.
I update the Japanese translation for this Trading Control mod. So I sent Pull request from GitHub. Please confirm and merge. Thank you.

- Add Marketplace Jpanese translation in Buildings_Production_TradingSpot.xml
Tad  [author] Aug 28 @ 2:35pm 
Probably, I've not honestly tried
Ryuuoo_ Aug 28 @ 12:28pm 
What if you place this middle of lava lake, do traders walk into their deaths?
Tad  [author] Aug 28 @ 5:42am 
@aquifel

Without the log or save, I can't confirm anything, except, this mod does not mess with the Traders trading status.

For example, here: https://i.imgur.com/OBLp5oQ.png I've just spawned them and they're heading to the trading spot (Spoilers) surrounded by barricades. They are still tradable.
Sarelth Aug 23 @ 9:59pm 
@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 Aug 22 @ 12:34pm 
@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 Aug 21 @ 7:40pm 
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 Aug 21 @ 7:39pm 
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.