RimWorld

RimWorld

Trading Control
359 Comments
Tad  [author] Apr 24 @ 4:17am 
Oh thats a fun thing. I can take a look at it sure.
Arylice Apr 23 @ 10:11am 
VisitorGroup cannot be dismissed... But other Trader Events can indeed be dismissed... Could you bring back your own Dismiss Trader option for this mod please? :steamsad:
Lekoda Apr 22 @ 10:16am 
Can trade with dismissed triads?
Tad  [author] Mar 13 @ 6:51am 
No, The GMT trading Spot is a fork of KV's Trading mod which does a similar thing.
2017632033 Mar 10 @ 4:42am 
Is this mod compatible with the [GMT] Trading Spot mod?
Skyl3lazer Jan 23 @ 1:46pm 
Orbital trades don't seem to respect the marker
powerkane Jan 22 @ 10:10pm 
weird bug where after you trade you don't get the items and their silver goes to blank
Derp pup Jan 20 @ 12:55pm 
Dragons from dragons descent that enter the map from the wandering dragon event gather at the spot if visitor gathering is enabled.
Tad  [author] Dec 23, 2024 @ 1:32pm 
That's probably the innate spawner recognising the building, more then me doing anything.
P O P Dec 21, 2024 @ 6:20pm 
Small thing I noticed. If you place a trading spot next to an insect cocoon, it will wake the infestation. Dunno if it works with the orbital spot. Pretty good way to cheese the infestations, but I don't know if you intended for it to work that way.
Samael Gray Dec 15, 2024 @ 1:19am 
I second the orbital spots not working.
-=JkJkLoL=- tk421storm Nov 30, 2024 @ 6:33pm 
orbital drop spot does not work on 1.5 - does the code exist on github?
samtowers08gamer Sep 28, 2024 @ 5:22pm 
I HAD A MOMENT OF BRILLIANCE BHA HA HA HA!
Put the trading spot next to... the wall of an Ancient Danger. Took down the wall, and boom—Mechs & Insects everywhere
During the chaos, noticing some Traders were not pulling their weight, I moved the spot inside the Danger, pulling the entire caravan in.
Hilarity ensued. Various Traders & Ancients were injured, but I shoved them into cryocaskets—hello, fresh prisoners & slaves!
Bonus: Combat Supplier Caravan! Assault Rifles, SMGs, Bolt Actions... and a Zeus Hammer. Free of charge. I could still trade, and their Megasloth cost me only $97 . No money from the caravan tho, probably cause I walled them in.
Summary: fresh slaves, great weapons, still traded, discounted animals. Not bad for 3 colonists. Got some injuries & infections, but Glitterworld meds now.
PS: Forget bashing slaves to buy 'em cheaper—this way’s way more fun
Tad  [author] Sep 26, 2024 @ 4:18pm 
Oh thanks for that! I'll see about adding an update
betterwithrobots Sep 26, 2024 @ 9:45am 
re: dabeek's comment, I think they're referring to a missing:

<artificialForMeditationPurposes>false</artificialForMeditationPurposes>

in the def's <building> section in Buildings_Production_TradingSpot.xml. I added it on my local copy for 1.4 for the same reason—without it, your trading spot can't be near your anima tree.

Thanks for the very useful mod!
Toprongy Aug 21, 2024 @ 11:03pm 
Finally traders aren't walking around in the killbox clueless and getting shot if there is an attack. Thanks!
Tad  [author] Jul 26, 2024 @ 12:59pm 
Could you expand on that please? Anima trees are a much newer feature compared to this mod.
dabeek Jul 26, 2024 @ 12:25pm 
Oversight: Caravan Trade Spot is not anima tree-friendly even though all other spots are.
NVM3L3SS Jul 7, 2024 @ 4:02am 
I'm finally on 1.5
congrats for your implemented vanilla feature
Draxial Jun 17, 2024 @ 4:49pm 
Orbital pod also ignoring marker for me, on 1.5
WDLKD May 28, 2024 @ 2:14am 
Thank you for this mod!
CursedBun May 16, 2024 @ 8:01pm 
Orbital pods is ignoring marker. I'm still on 1.4
PatoPixelado May 2, 2024 @ 6:32pm 
@ignis: send Hugslib Log or Save file to replicate the issue for tad fixing and Does it happen often or is it rare?
ignis Apr 26, 2024 @ 9:16am 
Ther is a strange bug with trade spot - with it caravan pawns don't eat their meals, causing malnutrition and mental breaks.
Titan Apr 20, 2024 @ 10:07am 
Congratulations on being one of the few who gets their mod brought into vanilla! :steamthumbsup:
Tad  [author] Apr 16, 2024 @ 6:19am 
As of 1.5, this mods ability to dismiss trader was removed because it was brought into the Vanilla game.

All older versions (1.4<) should still work because the mod has the functionality for them still.
tanyfilina Apr 16, 2024 @ 4:21am 
RimWorld 1.5 changelog says "Added the ability to dismiss traders.". Maybe this messes with this mod.
Otoya Apr 15, 2024 @ 12:23pm 
Dismiss doesn't seem to exist. Right clicking only shows arrest and trade.
Tad  [author] Apr 12, 2024 @ 12:36pm 
I'm not entirely sure what broke with the Orbital pods. I need to dig deeper into that.
Smokeykiller51 Apr 12, 2024 @ 9:26am 
Cool most of it was working before your update. Except orbital pods. One of my favorite mods.. Way better than traders hanging around some arbitrary location.
Tad  [author] Apr 10, 2024 @ 2:36am 
Working on 1.5 now :)
Bosh Apr 9, 2024 @ 8:52am 
1.5?
Deadmano Jan 10, 2024 @ 11:59am 
Incredible all-in-one mod! Any chance you can add a space after the trader's name when dismissing them? See here. [i.imgur.com] Minor "issue", I know, but would go a long way! :rshout:
CursedBun Jan 8, 2024 @ 1:39am 
@Tad I use russian
Tad  [author] Jan 8, 2024 @ 1:02am 
What language are you using, and what do you expect to translate?
CursedBun Jan 7, 2024 @ 9:38pm 
@Tad doesn't work for me :(
Tad  [author] Jan 7, 2024 @ 11:31am 
Translation should happen automatically when you swap the games language
CursedBun Jan 7, 2024 @ 6:43am 
Sorry for a dumb question, but how to switch translation?
Giggles Dec 19, 2023 @ 8:09pm 
Would be cool if the trading spot didn't render over everything. Or the option to hide the spot without a graphic.
Tad  [author] Nov 26, 2023 @ 11:42am 
Not a problem, read through previous comments. Animals do not have a way to open doors / gates.

If you don't want it to happen, don't stick the trading spot inside a closed off building.
Atticus V. Shwoll Sep 13, 2023 @ 4:09pm 
My orbital drop spots keep aren't working, my drop pods of items keep landing outside my colony
Im on an impassable mountain tile and it keeps landing outside the mountain even though the drop spot isn't covered by roof
Dusk Hopestar Aug 23, 2023 @ 9:10am 
Thank God I can now have a way to make Traders Go inside the walls of my Compound In my Zombie land games so they don't get shot to death by my OWN Automated defences, Now i wont have All of the factions hating me because their caravans have no survival instincts
Хуйожик БЛЯTЬ Aug 7, 2023 @ 7:38am 
i got mechanoid event on half of the map and 3 caravan traders that i call for Rep, this mod will save me from war with half of the world
HAZRAD Apr 19, 2023 @ 1:36pm 
Thank you for this, great job!
eighmy_lupin Feb 3, 2023 @ 1:35pm 
If I set the trading spot to an indoor warm area will that stop the caravans from taking off the moment the map falls under a certain temperature?

Assuming they are in the warm area when the drop happens.
Hydoso Jan 28, 2023 @ 2:56am 
I've had the same problem others have said. traders stuck and can't interact. I noticed their pack animals never stopped and when they walked off the edge of the map that's when I couldn't interact with the trader pawn anymore.
ProfileName Jan 1, 2023 @ 8:31am 
Any idea how this mod could have the issue of (and I can stress this enough) constantly downloading, not being existent according to my save's mod list, and yet still being a thing in my mods...? It seems I've engaged in Schrodinger's Mod, to put it simply.
Tad  [author] Dec 29, 2022 @ 3:55pm 
As in patch notes, Mods package ID was changed to reflect other project work I am doing. It will not be changed back.

To fix this, just enable the mod again and load into your save.

Trapping caravan animals is default behaviour for Rimworld, just apparent because you can now specify where you want them.
ladyteruki Dec 24, 2022 @ 5:08pm 
Ah, I see the missing mod is not just on my end. I'll just wait to see if that can be fixed.
Also while I'm here I wanted to add to what @Highlandman was saying that before this bug, I also had traders' animals getting stuck behind my walls (which is very cheaty because then they die and I get their goods). This happened because traders went to eat at my table, which was located inside. The animals followed TO the table, but if the traders decided to leave (or were dismissed) before the animals were out, animals did not follow FROM the table to the outside. The only workaround I could think of was having a table outside but then it was a problem for my own colonists. Of course the point is moot now that the mod doesn't seem to be showing properly.
Tad  [author] Dec 21, 2022 @ 5:11am 
Have you checked its actually loaded?