RimWorld

RimWorld

Map Wide Orbital Trade Beacon
118 Comments
HighFlyer96 Nov 2 @ 1:41am 
@Dennis, the description literally mentions it...
And the "drop pod spot" was likely never needed. In vanilla (at very least since 1.4), traders always drop the pods to an exposed trade beacon. If only one beacon is exposed, it will ALWAYS drop it at that beacon. If you have other exposed beacons, you can exclude them as drop spot by building a single roof over them. If all your beacons are covered, it likely lands randomly on the map or to the beacon that is closest to not being covered. Same goes for quest payments.

In most cases, "drop pod spot" isn't needed and their description is a bit misleading as it practically covers vanilla behavior.
-=GoW=-Dennis Aug 23 @ 11:03am 
Does the orbital trade beacon serve as a "drop pod spot" then or is that mod still needed?
Buzz Jul 25 @ 10:10am 
fantastic mod :steamthumbsup:
midwintersong Jul 18 @ 10:42am 
GOAT mod, thanks for the 1.6 update!
Devsona Jul 11 @ 8:42am 
Thanks for continuously keeping this mod alive. :steamhappy:
Proxyer Jul 7 @ 2:57pm 
Wow! Thanks 1.6 update!
MyTeamWasSuxSometime Jun 27 @ 5:32am 
need 1.6
暗夜虚灵 Jun 24 @ 3:07am 
1.6
Топчик, спасибо за мод
cvrunmin Apr 15 @ 5:54am 
revoke my last word. Vanilla game also grab genepack in ThingDef.GeneBank only
cvrunmin Apr 14 @ 6:51am 
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 Dec 6, 2024 @ 7:44pm 
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 Nov 24, 2024 @ 6:09pm 
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 Nov 13, 2024 @ 4:56am 
worked for me, check if the items are within home zone
ThatCozyBear Sep 10, 2024 @ 6:29am 
dont wrk it seems
Pick Aug 26, 2024 @ 2:17am 
不起作用了
Avery Jul 25, 2024 @ 3:39am 
doesn't work
KawwaK Mar 29, 2024 @ 6:29am 
I really need this mod, can someone fix it please?
brian_va Dec 7, 2023 @ 3:03pm 
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 Nov 14, 2023 @ 3:54am 
any chance we could get a version with adjustable range in the settings? like vanilla+1 to global and anything in between?
DZiral Apr 19, 2023 @ 11:21am 
@Supes Thanks for adding this function
@ThatsAFrog Of course I can eject genes. This is just useful QoL feature
ThatsATau Apr 18, 2023 @ 2:15am 
@DZiral Could you not just eject the genepack and then sell it?
星流之海 Apr 11, 2023 @ 3:47am 
Is this compatible with mod beacon?(Such as Beacon Columns in Utility Columns)
DZiral Mar 26, 2023 @ 5:39pm 
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 Feb 15, 2023 @ 7:06am 
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 Dec 23, 2022 @ 3:11am 
the mod creates a bug in my game. Leaving pawns in front of the console and not interacting with traders
Sera Nov 15, 2022 @ 6:40pm 
"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 Nov 15, 2022 @ 5:18am 
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 Nov 4, 2022 @ 2:58pm 
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 Oct 31, 2022 @ 6:09am 
OMG thank you so much for this qol mod
Cas_HSR Oct 28, 2022 @ 7:25pm 
Thank you for the 1.4 update. This is a QoL I use all the time!
brucethemoose Oct 16, 2022 @ 5:58pm 
Thanks!
Supes  [author] Oct 16, 2022 @ 5:54pm 
It should work now with 1.4
brucethemoose Oct 12, 2022 @ 9:05pm 
It does not :(. Errors every tick.
brucethemoose Oct 7, 2022 @ 5:43pm 
Oh I hope this still works with 1.4
Dylan May 11, 2022 @ 5:28pm 
Does this still work?
ŅĚǾ人ŖŨŠ Jan 14, 2022 @ 2:40pm 
It does work with custom trade beacons.
maledin Dec 17, 2021 @ 7:38pm 
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 Sep 6, 2021 @ 8:16pm 
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 Aug 26, 2021 @ 9:21pm 
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  [author] Aug 7, 2021 @ 1:36am 
doors shouldn't matter
ncraftomega500 Jul 26, 2021 @ 1:39pm 
does the beacon can go throught doors
BrGuardian Jul 12, 2021 @ 1:38pm 
Looks good, because sometime the trade beacon don't work well when i put more than one around my base
Supes  [author] May 30, 2021 @ 10:11pm 
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 May 28, 2021 @ 11:01pm 
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  [author] May 28, 2021 @ 7:22pm 
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 May 25, 2021 @ 1:44am 
Yeah, it stopped working. It no longer covers the whole map... Or whatever it did before. It works as vanilla now.
Supes  [author] Mar 17, 2021 @ 1:12am 
if possible, please post your modslist in the bugs discussion
Dylan Mar 11, 2021 @ 9:09pm 
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  [author] Feb 21, 2021 @ 10:59am 
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.