RimWorld

RimWorld

Trading Control
409 kommentarer
Kenny Dave 27. sep. kl. 12:11 
+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 20. sep. kl. 11:51 
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 8. sep. kl. 0:46 
@lucky_one 🍀 Likewise, when I disbanded the caravan, all their animals remained sleeping where they were.
Tad  [ophavsmand] 7. sep. kl. 8:49 
No, with the update orbital drop is now a building that requires material.
蘭楓 7. sep. kl. 6:08 
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 6. sep. kl. 23:37 
Goit it, thanks!
Tad  [ophavsmand] 6. sep. kl. 15:01 
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 6. sep. kl. 14:45 
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 🍀 5. sep. kl. 7:45 
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  [ophavsmand] 3. sep. kl. 14:12 
Eugh probably because it now has a resource / hit point cost to place it down, where it didn't before.
AwesomeShite 3. sep. kl. 12:31 
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 3. sep. kl. 4:50 
Thank you for update & marge!
Tad  [ophavsmand] 3. sep. kl. 1:39 
Merged and Updated, thanks Proxyer.
Proxyer 3. sep. kl. 0:34 
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  [ophavsmand] 2. sep. kl. 18:03 
New release is available
Proxyer 1. sep. kl. 18:02 
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  [ophavsmand] 1. sep. kl. 14:40 
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 31. aug. kl. 6:47 
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  [ophavsmand] 28. aug. kl. 14:35 
Probably, I've not honestly tried
Ryuuoo_ 28. aug. kl. 12:28 
What if you place this middle of lava lake, do traders walk into their deaths?
Tad  [ophavsmand] 28. aug. kl. 5:42 
@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 23. aug. kl. 21:59 
@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 22. aug. kl. 12:34 
@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 21. aug. kl. 19:40 
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 21. aug. kl. 19:39 
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  [ophavsmand] 21. aug. kl. 1:12 
And like the others, you have not provided anything to replicate or investigate. What version are you on Auifel?
Aquifel 20. aug. kl. 19:05 
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 13. aug. kl. 3:55 
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 11. aug. kl. 13:32 
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 2. aug. kl. 22:53 
Hey, just so you know, Orbital Drop Spots are not functioning.
Tad  [ophavsmand] 1. aug. kl. 11:11 
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 1. aug. kl. 10:19 
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 30. juli kl. 17:44 
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 22. juli kl. 5:57 
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  [ophavsmand] 21. juli kl. 13:57 
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 20. juli kl. 18:40 
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 20. juli kl. 12:45 
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 17. juli kl. 5:34 
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  [ophavsmand] 17. juli kl. 2:48 
It should do, I know it's broken however so I've been working on a fix.
Ki Shuya 16. juli kl. 23:47 
Quick question, does this also allow you to control where Trade Ships Drop in? Or do I still need another mod for that?
Deepfield 16. juli kl. 23:45 
@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  [ophavsmand] 15. juli kl. 17:27 
why?
Retrogam3r_96 15. juli kl. 16:18 
RIP trading spot
TacocaT 13. juli kl. 14:47 
Thanks for the update, having to move over to this from an abandoned mod and at least there's options
Tad  [ophavsmand] 13. juli kl. 9:40 
Dismissal is, designated trading areas' are not.
Jet 13. juli kl. 2:13 
is this really not already part of vanilla? Wow, thank you
Tad  [ophavsmand] 6. juli kl. 3:27 
Cheers Elf, i'll modify that now
elfxiong 5. juli kl. 16:10 
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  [ophavsmand] 30. juni kl. 14:37 
I'm working on it.
123547l 30. juni kl. 7:25 
1.6 pls