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It's nowhere near a roof, in a planted field.
Yes it only works with the Marketplace
My steel orbital drop spot has -1/75 health (-1.3%) and i'm not sure why or how lol
I update the Japanese translations again for update Sep 3, 2025. So I sent Pull request from GitHub. Please confirm and merge. Thank you.
- Please remove Old files in "Languages/Japanese/DefInjected/ThingDef/Buildings_Production_TradingSpot.xml".
Now new "TC_Buildings_Production_TradingSpot.xml" added.
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".
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.
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
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.
https://prnt.sc/sfXkqHNtks3K for an image if it will let me link it.
"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."
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.
My error log is empty when this happens, there are no log entries, not even at the info level. If I remove this mod, the error does stop, but then they also don't try to cross the fence/etc.
*Stares with evil eyes*
(Shit so cringe mb gang, had to though)
Also, log file.
The error occurs when I dismiss a randomly spawned NPC trade caravan. The caravan says it’s "dismissed" but doesn’t leave the map, and I get constant red error messages.
According to the log, your mod is calling a method that no longer exists in RimWorld 1.5:
RimWorld.Planet.WorldRendererUtility.WorldRendered
This throws a MissingMethodException because the method was removed in the 1.5 update.
I suggest replacing it with something like Find.WorldCamera != null, which is the 1.5-safe equivalent.
Thanks for your work — just wanted to report this so it can be updated for 1.5 compatibility!
To replicate, I did a dev quick test with just the base game, DLCs, and this mod. Then, I turned on God mode and created a large room (large enough to not need a roof) with one opening square instead of a door. In that square, I then placed a single barricade.
I then put the Caravan Trade Spot in the far side of the room so the traders had to cross the barricade. I then summoned a caravan via dev mode.
The caravan arrived and entered the room. After a bit of time (it seemed to vary each time), the question mark over the trader's head disappeared.
Do you have a save file to share? Are you using any other mods that affect traders, such as hospitality?