RimWorld

RimWorld

Trading Control
409 Comments
Kenny Dave Sep 27 @ 12:11pm 
+1 on the scattering. "TradingControl :: 23.3.24.1647 - No usable ground near Orbital Drop Site DropSpotTradeShip5117060. Using a clear, nearby area."

It's nowhere near a roof, in a planted field.
茉茉兰眠月 Sep 20 @ 11:51am 
I encountered a bug: when I set up a drop zone, the airdropped goods would scatter all over the map, but it worked normally after I deleted the drop zone. However, after enabling the option "Allow airdrops to break through roofs" in the mod settings, the goods would land correctly at the drop zone.
lieyingyes Sep 8 @ 12:46am 
@lucky_one 🍀 Likewise, when I disbanded the caravan, all their animals remained sleeping where they were.
Tad  [author] Sep 7 @ 8:49am 
No, with the update orbital drop is now a building that requires material.
蘭楓 Sep 7 @ 6:08am 
軌道補給品的空投地點有血量是bug嗎? 會被打掉然後要重建
KawwaK Sep 6 @ 11:37pm 
Goit it, thanks!
Tad  [author] Sep 6 @ 3:01pm 
The Marketplace is a new building available within the Mod, this building has unique systems tied to it, both a Mood buff and a Trade buff are applied when near it.

Yes it only works with the Marketplace
KawwaK Sep 6 @ 2:45pm 
Thanks for the update. Can you please explain what this means? "Added a Mood Buff / Trade Buff to the Marketplace". And does it only work with the marketplace stall?
lucky_one 🍀 Sep 5 @ 7:45am 
I dismissed a trader and all his animals stayed behind and are just standing still where the trade spot is (No errors in the log)
Tad  [author] Sep 3 @ 2:12pm 
Eugh probably because it now has a resource / hit point cost to place it down, where it didn't before.
AwesomeShite Sep 3 @ 12:31pm 
Not sure how it happened and i'm not complaining just a fyi:
My steel orbital drop spot has -1/75 health (-1.3%) and i'm not sure why or how lol
Proxyer Sep 3 @ 4:50am 
Thank you for update & marge!
Tad  [author] Sep 3 @ 1:39am 
Merged and Updated, thanks Proxyer.
Proxyer Sep 3 @ 12:34am 
Hello, author Tad.
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.
Tad  [author] Sep 2 @ 6:03pm 
New release is available
Proxyer Sep 1 @ 6:02pm 
Hi Tad. Thank you for update Release v21.

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".
Tad  [author] Sep 1 @ 2:40pm 
I think.. I THINK i fixed the orbital drop issue.. I'm not pushing it until I can get some confirmation however.

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.
Proxyer Aug 31 @ 6:47am 
Hello, author Tad.
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
Tad  [author] Aug 28 @ 2:35pm 
Probably, I've not honestly tried
Ryuuoo_ Aug 28 @ 12:28pm 
What if you place this middle of lava lake, do traders walk into their deaths?
Tad  [author] Aug 28 @ 5:42am 
@aquifel

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.
Sarelth Aug 23 @ 9:59pm 
@Aquifel A log is usually created in the \Ludeon Studios\RimWorld by Ludeon Studios which you can get to easy with Rimpy by clicking to go to the Config folder and looking for the Player.log file 1 folder up.
https://prnt.sc/sfXkqHNtks3K for an image if it will let me link it.
ChrisB Aug 22 @ 12:34pm 
@Aquifel providing a log is necessary for reasons that are not restricted to errors, there are a ton of things that can be read from a log other than errors
Aquifel Aug 21 @ 7:40pm 
Kind of funny, but looking at the info card for barricade is probably the best explanation of the problem possible:

"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."
Aquifel Aug 21 @ 7:39pm 
I did already cover that, there are no error logs, not even at the info level, no messages whatsoever in any form when the trade animal is lost. I can load a save directly after the trader enters and when they hit the fence and fail the log remains 100% empty. This is steam and this is not a recently updated mod, we're all up to date.

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.
Tad  [author] Aug 21 @ 1:12am 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel Aug 20 @ 7:05pm 
I'm having what looks like the same problem as some of the others below. As soon as the trader crosses a barricade (or a fence), they lose their trading question mark. It does look like the trading animals aren't able to cross the fence and just kind of lose their attachment to the rest of the party and wander off eliminating the trading inventory.

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.
Silly boy >.< : Dive Arc Aug 13 @ 3:55am 
Hmm, I wonder if I pair this with the Not My Fault mod, make them go into a VERY hot room, and let them die.. I wonder..
*Stares with evil eyes*
(Shit so cringe mb gang, had to though)
织屿人 Aug 11 @ 1:32pm 
Thank you for your reply earlier! I’ve successfully stepped into the 1.6 era and the caravan issue is now resolved. Really appreciate your work!:happy_seagull:
Telekom Aug 2 @ 10:53pm 
Hey, just so you know, Orbital Drop Spots are not functioning.
Tad  [author] Aug 1 @ 11:11am 
Funnily enough, I disabled Trading Control - Dismiss in 1.5 because it became a vanilla feature. You shouldn't even be able to use my mod to dismiss.

Also, log file.
织屿人 Aug 1 @ 10:19am 
Hi, I encountered a critical red error when using Trading Control on RimWorld 1.5.

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!
Razlem Jul 30 @ 5:44pm 
I had the question marks disappearing in a game and was able to reliably replicate it in a new game. However, I'm wondering if it might be a from the game itself and not necessarily something to do with this mod directly.

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.
Ueido Jul 22 @ 5:57am 
As far as I can tell the lack of question mark isn't from this. You kinda got to look for the trader among them.
Tad  [author] Jul 21 @ 1:57pm 
Well thats certainly interesting. I have this on 1.6 and my caravans are fine.

Do you have a save file to share? Are you using any other mods that affect traders, such as hospitality?
theigabod Jul 20 @ 6:40pm 
I can confirm that something is broken. I can't initiate trade with anybody in the supposed trade caravan after installing this mod. No log entries show up for this so I have nothing to show. But I started a new game with this installed, got my starting buildings made, got a caravan visit. I looked at them and saw nobody with the question mark over their heads. Then I remembered I installed this mod and went to put the trade caravan spot down and it did attract them to the new location, but I still couldn't trade with anybody.
GSM Jul 20 @ 12:45pm 
This seems to have an issue where the traders are unable to be traded with since their pack animals just sort of leave the map while the rest of the caravans go to the trade spot
R41N Jul 17 @ 5:34am 
Thanks for the update, all the old ones are deprecated but I like the dismiss option this one has. Thanks for your work! Hopefully you can get the Trade Ships / Shuttle spot working as well. :tobdog:
Tad  [author] Jul 17 @ 2:48am 
It should do, I know it's broken however so I've been working on a fix.
Ki Shuya Jul 16 @ 11:47pm 
Quick question, does this also allow you to control where Trade Ships Drop in? Or do I still need another mod for that?
Deepfield Jul 16 @ 11:45pm 
@Tad Guessing they are talking about the dismiss option that was added in 1.6 which wasn't even the key feature of this mod.
Tad  [author] Jul 15 @ 5:27pm 
why?
Retrogam3r_96 Jul 15 @ 4:18pm 
RIP trading spot
TacocaT Jul 13 @ 2:47pm 
Thanks for the update, having to move over to this from an abandoned mod and at least there's options
Tad  [author] Jul 13 @ 9:40am 
Dismissal is, designated trading areas' are not.
Jet Jul 13 @ 2:13am 
is this really not already part of vanilla? Wow, thank you
Tad  [author] Jul 6 @ 3:27am 
Cheers Elf, i'll modify that now
elfxiong Jul 5 @ 4:10pm 
After the recent update, on 1.5 it’s giving an XML error on startup: <artificalForMeditationPurposes>false</artificalForMeditationPurposes> doesn’t correspond to any field in type ThingDef. Moving <artificalForMeditationPurposes> to inside <building> tag solves the error.
Tad  [author] Jun 30 @ 2:37pm 
I'm working on it.
123547l Jun 30 @ 7:25am 
1.6 pls