RimWorld

RimWorld

SF [1.0] Orbital Trader Transponder
52 Comments
rselbo Mar 15, 2020 @ 4:10am 
Puppydoll Mar 6, 2020 @ 1:57pm 
update?
Thundercraft Jan 8, 2020 @ 4:04pm 
I have to agree with Mistletoe The Bard: This item is far too expensive for a 1 use item! Orbital Traders are certainly handy when one needs to trade. But I don't think they're worth all that.

Would it be okay for me to make a patch to adjust either the costs or re-usability?
EverSora Dec 2, 2019 @ 9:25am 
感谢!感谢!
Mistletoe The Bard Oct 27, 2019 @ 3:13am 
Such an expensive item for only 1 time used. I thought it was something I just have to make it once. xD
Maverick977 Sep 28, 2019 @ 10:56pm 
@MightyJo I just installed this mod. I think it's the "Make orbital transponder" option in the Machining table. I haven't made it yet, but I'm making an assumption here. :)
CaptainSnafu Aug 13, 2019 @ 4:26am 
Hi,i have made chinese translation for this mod :
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1833464608
MightyJo Mar 20, 2019 @ 8:08am 
What bench is it made on because i can't see it
darkett Mar 18, 2019 @ 12:52pm 
@UntouchedWagons you can fix this by having a mod that increases merchant wealth. theres like 3 that i have enabled and they all seem to work with this mod
UntouchedWagons Mar 18, 2019 @ 12:42pm 
I used a transponder to call a ship and I got a pirate merchant ship, but they didn't have any silver to buy my stuff.
Xrezeneus Dark Mar 5, 2019 @ 11:50pm 
I realy like this mod but if it has options to call spesific trade ship that would be awesome
Natalo77 Feb 9, 2019 @ 6:26am 
Any Hard incompatibilities?
darkett Feb 5, 2019 @ 7:07pm 
@Wolfguarde yeah it was save compatible for me at least. Ive got close to 30 mods and it didn't break anything either. (multiple caravan/trader mods)
Wolfguarde Feb 5, 2019 @ 8:43am 
I've been looking for something like this for a while. Save compatible, by chance?
darkett Jan 30, 2019 @ 7:04pm 
thank you. just what i needed.
O2 Jan 10, 2019 @ 5:14pm 
Actually, found it pretty usefull for late-games. I said it was not worth it cus of one use. But if you got the right stuff to sell you can make a lot of silver! Thank you:heart:
Mehni  [author] Jan 9, 2019 @ 9:11pm 
Then make sure to sell em when you find them for free in an ancient danger.
Mehni  [author] Jan 6, 2019 @ 11:39pm 
Yes
TheBoogeyMan Jan 6, 2019 @ 7:02pm 
Save compatible?
Shotgunfrenzy  [author] Nov 3, 2018 @ 3:21pm 
Yes
groovybluedog Nov 3, 2018 @ 7:55am 
I assume this is one-use?
Zhong Xina Nov 1, 2018 @ 7:30am 
Mehni thanks
Overfox Nov 1, 2018 @ 4:11am 
Thank you.
Mehni  [author] Nov 1, 2018 @ 2:58am 
Sure. Updated to 1.0
Overfox Oct 22, 2018 @ 3:23pm 
Could you please update to 1.0?
Zhong Xina Sep 16, 2018 @ 11:34am 
This is where Steam workshop's update policy and the real world butt heads
Jacky Sep 9, 2018 @ 5:59am 
please update to 0.19 <3
Kradas Sep 8, 2018 @ 5:26am 
Please update to B19 :S
Omniburg Aug 24, 2018 @ 6:40am 
I don't know where to craft this mayn
Mehni  [author] Apr 6, 2018 @ 7:02am 
That does sound like fun. I'll take those ideas into account for a future trader-overhaul project.
Angry Apr 5, 2018 @ 2:38pm 
I was looking for something like this for a long time. Thanks Mehni!

Like Zedrin said, it would be better if it took a while for ships to arrive instead of instantly.

It might be out of the scope of this mod, but like Zedrin said, there could be a fixed structure which would broadcast for trade ships.

A downside could be that mechanoids out in space could receive the frequency and as a result the longer you keep broadcasting the more likely a mechanoid drop pod raid becomes.
Zedrin Mar 7, 2018 @ 4:58pm 
One idea might be to make calling a trade ship take a few days for it to show up. I think the issue of balance more comes into play when it's always conveniently disposable whenever you need it, rather than the profit / loss.

Ships take a ridiculously long time to show up in vanilla, so whether it's something instnat or it's something that guarantees a ship with some time is probably an improvement.

One similar idea I had for a mod was actually making a special fixed structure with a dish that, when powered and turned on can radio for a trade ship and, after a few days of running, guarantees a specific one will show up.
legendof7th Feb 25, 2018 @ 3:31pm 
I would rather you make it 1000 silver, 50 component, 300 steel and 80 plasteel to craft and 3000 silver per transaction but have the transponder be a permanent item.
Mehni  [author] Feb 21, 2018 @ 2:46am 
@juha39: the market value of the gizmo is 1500. You can often find one for free in an ancient danger, and craft it on the cheap. Space traders carry around 3000. You can even turn a profit by selling junk and buying useful stuff in return.

In comparison, it costs 1100 to call a single landbased caravan. This is a mod made with balance in mind. If you want silly OP stuff, you'll have to find it elsewhere.
legendof7th Feb 20, 2018 @ 5:41pm 
So this is single use? This mod falls into the category of Almost Good.
Shades Feb 20, 2018 @ 3:54pm 
3000 for one trade opportunity is so expensive its not even worth it, and single use is pretty silly. 3000 or more is ok for reusable, but what is basically a single-use radio is just pretty silly. I really support this idea for mod, and this is something the game could use, but at 3000 a use, Im not going to ever use it. I rarely even call a caravan.
Cigg Feb 19, 2018 @ 4:13am 
I'd show you a screenshot of my machining table, and video myself reading it one by one which was how i initially search... but i just opted to restart. Aaand now it's there. :s Near the end, even, which is where most modded content goes (start of list or bottom).
Mehni  [author] Feb 19, 2018 @ 3:45am 
@Mr Hoodlum: Safe to add to existing games. Look harder.

@Groovyblue: bug with dual-option is now fixed.
Cigg Feb 16, 2018 @ 9:03am 
Not applicable to saved games? Recipe isn't showing up on machining table.
groovybluedog Feb 14, 2018 @ 7:57pm 
Looking forward to a fix for the dual option and a re-usable option :D
Mehni  [author] Feb 14, 2018 @ 2:39pm 
@RavenOne: You're right. ~700 silver buy price is way too cheap for a rich space trader, considering that a simple land based trader costs 700 or 1100. Should probably be somewhere around 2-3000 silver to buy, don't you agree?

@groovybluedog: I'll relay the issue with the dual-option for using it to my xml dude.
RavenOne Feb 14, 2018 @ 1:33pm 
A game restart fixed it to where I can find it on the Machining Table list of jobs. Now, I wish there was a option to make it more than one use.
groovybluedog Feb 14, 2018 @ 12:55pm 
I also get two options; activate and use doodad to call when right clicking it.
groovybluedog Feb 14, 2018 @ 11:52am 
<description>One-use item that can signal an orbital trader to your position, trader type is random.</description>

Will try to see if I can make it multiple use otherwise I'll just lower the resource amounts for my personal use
groovybluedog Feb 14, 2018 @ 11:50am 
The XML says:

<recipeUsers>
<li>TableMachining</li>
</recipeUsers>

Try the machining table
groovybluedog Feb 14, 2018 @ 11:49am 
Dang... author really needs to put some more info up.
RavenOne Feb 14, 2018 @ 10:55am 
I found one from a merchant, but it was a one-time use and was not cheap (~700 silver). The crafting cost is high if its always a one-time use item. :( Still can't find where /how to craft it.
groovybluedog Feb 14, 2018 @ 9:10am 
Where is it crafted?
Is it one use or multiple?
Can I choose what to call in like when I call for physical traders on the Comms Console or does it just sommon someone at random?
RavenOne Feb 14, 2018 @ 7:05am 
where is the craftable Orbital Trader Transponder? I can't find it to build it anywhere.
INST_4D Feb 14, 2018 @ 4:18am 
very nice, thanks ;)