RimWorld

RimWorld

Auto Seller
427 Comments
Teemo Jul 4 @ 9:16pm 
do you plan on updating for 1.6? If not, do you have a github or something that I could work on updating it for 1.6? I really like this mod and use it in all my playthroughs
Nirahiel Feb 18 @ 4:34am 
I was looking for a way to filter specifically for slaves, and I found it (can't edit comments so I deleted it and I'm remaking it)
Basically it's under the "prisoner" filter, there's a radio button to select slave. Then if you just want all slaves, select all checkmarks
Jack Dec 9, 2024 @ 6:12pm 
Avoid repetitive strain injury :)
Jack Dec 9, 2024 @ 6:11pm 
This mod is fucking amazing. Do yourself a favour and download it, it only took me about ten minutes to fully understand (I think) how it works.
TheSevenSins Dec 9, 2024 @ 3:55pm 
Is there a way to sell duplicate gene packs? I believe when I tried it sold genepacks I had 1 copy of
Cosmo Corban Oct 22, 2024 @ 8:34pm 
Getting errors when trying to use trade with the empire with any aerial vehicle expanded.
https://gist.github.com/HugsLibRecordKeeper/f18a6994b9245ff571fb2d1c2648496f
samtowers08gamer Oct 13, 2024 @ 3:24am 
Simple How To
Trade Window: Click on the $ next to the thing you want a rule for, say bows.
do something, say sell, using the quantity values.
Accept
Click the Big $ bottom right in Trade Window.
Trade values should auto adjust for a sell.
..and then next time you trade bows will be automatically sold.

A bunch of those rules just solves problems. Novice Tip: Don't make it complicated, just make em.
Click $ next to a bow and Accept. Bham, new rule for selling all of that type of bow
Like seriously, thinking about it later, instead of spending ages making a complicated rule that filters for 3 types of bows, I could have just clicked, accepted and gotten on with my life.

Rimworld game screen --> Bottom Right --> Auto Seller icon
See all the rules you made above, create more

Definitely watch the videos for the inner working of rules. Take your time, it's a lot to take in.
samtowers08gamer Oct 13, 2024 @ 3:19am 
OK Colour me Impressed !
I had a hard time figuring this out (say 1hr) but I am now definitely a convert...

I set up some rules to this:
Buy medicine,
Sell some clothing
Sell Tribal weapons.

This just autotraded most of that crap.
They had 156$, and this mod shifted 155$ worth of the above stuff. I had more than 156$ of items to sell so this mod automatically figured out the best fit to max out the trade. Like wow, no more fiddling with that.
OH MY GOD YES. SO F'ING QUICK (once set up)

I was using Wishlist - that only highlights things to buy. This will actually do the buy /sell.
..and you can sell equipped items bha ha ha.

No doubt I am going to find more and more excellent things to do with it.

Also check out CTRL F mod, as it also uses filters. Use that with Custom Alerts and you can be alerted for just about anything
Million Oct 7, 2024 @ 10:49am 
Hi, I don't believe the mod filters, for genes, are checking gene vaults from resplice core.
cashewolf Sep 20, 2024 @ 1:17pm 
TL;DR: Anyone else missing ranged weapon damage in their stats filter? Or have any other missing stats?

Hey, first off, this is one of my must-have mods. I don't think it's too complicated at all, especially if you watch the videos. It can be as simple or as complex as you'd like, which is great for people like me who like to dial things in.

I do have one question though regarding the statistics filter. I've noticed that a bunch of categories are showing up empty for me.

For example right now I'm trying to filter ranged weapons by damage but when I click on the weapons category it is blank. The "Weapons (ranged)" category shows things like accuracy, but several stats are missing such as damage, fire rate, etc. It's not just weapons, there are multiple categories that are either blank or missing stats, that was just one example.

So my question is: is this likely due to a mod conflict, or is this just how it is at the moment? Thanks to anyone who can help me out with this :)
karolkrg Jul 7, 2024 @ 12:28pm 
Can you set what to auto buy or sell during caravan while visiting settlements? I remember that there was a mod where you can choose what items are interesting but can't find it now.
wyce Jun 23, 2024 @ 10:14am 
can we get a filter for stack size? id like an option to keep x stacks of an item
Nirahiel Apr 28, 2024 @ 7:52am 
Could you add a filter for books that teach technologies that are (not) researched (including anomaly's dark tech), and techprints or techs that (don't) need more techprints to unlock ?
靜薰 Feb 9, 2024 @ 3:42am 
I haven't encountered any problems when using both at the same time.
What problems did you encounter?
Cosmo Corban Jan 8, 2024 @ 6:44pm 
May I ask for a compatibility patch for Dynamic Trade Interface.
https://steamcommunity.com/sharedfiles/filedetails/?id=3020706506
IzzycoreTTV Dec 30, 2023 @ 6:10am 
When trying to use the Within Zone filter, my game kind of just... freezes? I can only click the Accept and Cancel buttons, but they don't do anything. Nothing happens when I press ESC, or any other shortcuts, meaning I have to ALT + F4 my game... I haven't discovered this issue with any of the other filters as of yet.
🆃🅴🅰🆁🅻🅾🆆 Dec 1, 2023 @ 6:39pm 
[] = Group
() = Filter
"" = Selected nodes

[Root] AND [(Category, "Any Melee")] AND [(Quality, "")]
Results in all normal melee weapons are listed.

[Root] AND [(Category, "Any Melee")] AND [(Quality, "Awful, Poor, Normal")]
Shows awful and poor but not normal.

Did something change? I've always used this sort of setup. Well, technically, there's more to it, but this seems like a bug to me. If not, how would I go about it now?
Demetrio Nov 26, 2023 @ 7:32pm 
Jesus Christ, this mod is needlessly overly complicated
FurtherV Nov 7, 2023 @ 10:45am 
A small question regarding filters. If I use the category filter and use "Any apparel", it does not actually use any apparel but none. I need to add all the subcategories so it has the correct effect. Is that intended?
FurtherV Oct 12, 2023 @ 10:35am 
With the Biotech DLC, a filter for genepacks would be nice, including the functionality to buy any that contain an not yet owned gene.
Dimitrion Sep 6, 2023 @ 10:51am 
how would i delete existing rules?
Towarzysz Ujma May 1, 2023 @ 5:27pm 
I think it's little too complicated.
AngleWyrm Apr 4, 2023 @ 12:13am 
Interface is too complicated to use.
>_ Frank Unterholz Jan 20, 2023 @ 5:39pm 
It appears that Armor is now showing up in the purchase notification. Also, it seems to me that its somewhat broken on larger colonies. I have 100k fabric laying around, and a rule to sell it; however it does not sell it unless some specific cases are met, but yet I am unable to totally reproduce exactly.
Erazil Jan 10, 2023 @ 2:15am 
Hi Supes, I agree with the others here, adding support for the Trader Ships mod
( https://steamcommunity.com/sharedfiles/filedetails/?id=2046222331 )
would be really nice !

there is another mod that could be interesting to add to the compatible/synergy mod:
Vanilla Trading Expanded
( https://steamcommunity.com/sharedfiles/filedetails/?id=2785616901 )
which adds price fluctuations (among others)

your mod here has a filter for purchase prices but not for sale prices, which with VTE means selling auto without any price control and selling products with a 99% drop in some cases :'(

I don't know if you have the time or the desire to look at all this more closely but in any case I thank you greatly for the work that you share with the community (and not only for this mod ;) )
CMaia Nov 23, 2022 @ 2:12am 
seeing this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2876902608 made me think that auto sell could really use equations to buy and sell dynamically and give more control on your items and wealth
Teusdv Nov 16, 2022 @ 7:20pm 
compatibility with trader ships and Trade UI Revised would be awesome!
麻雀 Nov 8, 2022 @ 9:30am 
Hopes to add support for trader ships
FoogBox Oct 24, 2022 @ 5:31pm 
My filter's still broken. 1.3.3311 would be version-1.3.latest, right? Idk what's up, either the fix didn't actually change anything or there's something wrong on my end. My workshop items are definitely up to date, at least.

The error I'm getting is a literal copy-paste of the one below.
Greysuki Oct 21, 2022 @ 8:01pm 
Thanks!
Supes  [author] Oct 21, 2022 @ 10:17am 
1.3.3311 issue, I was loading the wrong folder, I corrected it and should be fixed now
Greysuki Oct 21, 2022 @ 6:41am 
Exception filling window for RWAutoSell.ASRuleNodesDialog: System.TypeLoadException: Could not resolve type with token 01000067 (from typeref, class/assembly Steamworks.SteamAPI, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)
at RWAutoSell.ASRuleNodesDialog.PropertyWindow (UnityEngine.Rect inrect) [0x0011c] in <6d155cfc8a8044ff91cc3c4408b80517>:0
at RWAutoSell.ASRuleNodesDialog.DoWindowContents (UnityEngine.Rect inRect) [0x0004e] in <6d155cfc8a8044ff91cc3c4408b80517>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Greysuki Oct 21, 2022 @ 6:37am 
yeap, filter is broken now.
Ben_Carter Oct 21, 2022 @ 1:01am 
I just have a grey box with nothing to interact with whenever I'm trying to add or edit a filter. Groups and test show the UI as normal however.
Proxyer Oct 20, 2022 @ 4:42pm 
Supes, Thank you for update works! :lunar2019laughingpig:
Reishe Jul 5, 2022 @ 9:25pm 
Hi, can you add compatibility with the trader ships mod so that my warden can auto-bargain with the ships when they land?

https://steamcommunity.com/sharedfiles/filedetails/?id=2046222331&searchtext=trader+ship
FurtherV Jun 10, 2022 @ 3:23am 
How would I make all my buy rules only happen when I am above 1000 silver?
For example I only want to buy steel when I am above 1000 silver and below 1000 steel.
The part with the steel is really simple, but how would I make multiple rules only happen when I am above 1000 silver? Chain rule with negated low stockpile for silver?
ilhanSerdar May 22, 2022 @ 1:19am 
I want ot sell excess apparels. Set the quantity of shirts that I want to keep and autosell the excess. But I want to keep higher quality in my store. How to specify that? I wish selling start from lower quality goods.
Supes  [author] Apr 20, 2022 @ 2:35am 
@AFLD a negated group containing a low stack filter, you can set it as Specific Def.

@mupe3 if you're planning to move it rules between computers, or just clean up your save files, you can export rules from the import dialog, right click and add will export your rules to an external file at "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ASExports"
but settings such as trading behaviour settings you unfortunately cant.
Criz Apr 19, 2022 @ 3:38pm 
can i export the trade settings out of the game? or into the game? (not just from save files)
AFLD Apr 16, 2022 @ 8:23pm 
Hello, I am wondering if you could add a filter for silver amount. I am autoselling and overflowing with silver, so I would like to, for example, buy gold but only when silver is above say 5000. I think this could be achieved by adding a filter that matches anything when silver is above a configurable count, which you could then AND with the group to disable everything in the group when it is below and enable when above.
andargor Apr 7, 2022 @ 4:38pm 
FYI there is a conflict with SOS2 (Save our Ship 2), you can't add category filters (the window is blank). If you have rules set up from before loading SOS2, they seem to still work though. You just can't edit them or add more.
Proxyer Apr 7, 2022 @ 8:39am 
Thank you for update!
Anex Mar 26, 2022 @ 2:10pm 
Hello, How do i make it sell and buy from caravans that visit my base, it works fine with orbital traders but it ignores the land caravans that more frequently visit my base.?
FirstGeekDanny Jan 24, 2022 @ 6:32pm 
Is there a way to setup a rule to sell all items in a category except one?
eg, sell all ranged weapons except charge rifles
Reishe Jan 21, 2022 @ 8:31pm 
This mod is indispensable to me. Thank you.
Amoebanana Jan 12, 2022 @ 7:58am 
I found that the failure below was due to the creation of mountains by Map Designer(mod). thanks you, me.
Amoebanana Dec 31, 2021 @ 1:08am 
Is there anyone who saw the same error message as me when adding a zone or area filter?

Exception filling window for RWAutoSell.ASRuleNodesDialog: System.NullReferenceException: Object reference not set to an instance of an object
at RWAutoSell.Filters.FilterZone.DrawWidget (UnityEngine.Rect inrect, System.Collections.Generic.List`1[T] Data) [0x0007f] in <abaaa7d766f743c68dddc6abec8f3cbd>:0
at RWASFilterLib.FilterContainer.DrawWidget (UnityEngine.Rect inrect) [0x00082] in <d0fee9d01eb8468a80c56f4fa39e9f73>:0
at RWAutoSell.ASRuleNodesDialog.PropertyWindow (UnityEngine.Rect inrect) [0x0011c] in <abaaa7d766f743c68dddc6abec8f3cbd>:0
at RWAutoSell.ASRuleNodesDialog.DoWindowContents (UnityEngine.Rect inRect) [0x0004e] in <abaaa7d766f743c68dddc6abec8f3cbd>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
Deepcuts Dec 30, 2021 @ 6:53pm 
Regarding the previous statement: just restarting the game fixed it.
Deepcuts Dec 30, 2021 @ 6:26pm 
Created a simple rule to sell excess beer and enabled AI trading.
I get reports that my beer is getting sold, but for some reason my pawn also buys a lot of stuff from visitors, stuff I never specified to be bought (I guess items already in the visitors's inventory)
Any clue how to disable this unwanted behavior?. I just want to sell the darn beer, not purchase all their junk.