RimWorld

RimWorld

[KV] Call Trade Ships
97 Comments
Skinnygrunt85 Apr 27, 2024 @ 9:20pm 
can you ad this mid save?
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Cavenaugh Apr 19, 2024 @ 2:35am 
I updated this to 1.5 - https://steamcommunity.com/sharedfiles/filedetails/?id=3226502149

I will also take this down if the original author requests me to.
Taranchuk Oct 22, 2022 @ 3:33am 
I've updated it to 1.4. https://steamcommunity.com/sharedfiles/filedetails/?id=2878346405&searchtext=
Will take it down if requested by the original author.
VelxraTV Oct 21, 2022 @ 2:34pm 
Please update to 1.4
Hau-Drauf-Klaus Oct 12, 2022 @ 4:45am 
@kiameV

Since you explicitly asked for it:
I more or less recreated your call trade ships mod and I'm planning on updating it to 1.4 in the near future.

May you can have a look at it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2784149999
Anarchyの海豚 Oct 7, 2022 @ 2:08pm 
may the force be with u
KiameV  [author] Oct 7, 2022 @ 1:13pm 
After 5 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.4 version.
Caz Jun 27, 2022 @ 1:57am 
Would it be possible to add a cooldown to prevent using this repeatedly in a short amount of time?
Drayco84 Dec 3, 2021 @ 1:58am 
Anarchyの海豚 Dec 1, 2021 @ 6:47pm 
although the issue might not cause by this mod, but I still want to ask for a solution. I delete all mod that might effect the trade ship function, but the issue is still there
Anarchyの海豚 Dec 1, 2021 @ 4:33pm 
nvm, the issue is still there without this mod
Anarchyの海豚 Dec 1, 2021 @ 4:29pm 
Also there are no commodities
Anarchyの海豚 Dec 1, 2021 @ 4:28pm 
those trade ship I called, they don't have any silver
Gyger Nov 28, 2021 @ 4:51pm 
@Sauergesicht Maybe have an option to disable using silver entirely and instead rely on bypass codes sold by non-orbital traders or gained as quest rewards. Said codes can then be used to summon an orbital trader, limiting how often the player can rely on them.
Sauergesicht Oct 20, 2021 @ 2:36am 
@ace I agree, thats why I stopped using it in my current save. My suggestions would be a cost increase the more one requests you do per quadrum / year.
ex:
the first call in a quadrum costs 1000
the second will cost 1000 * 1.5
the third will cost 1000 * 1.5 * 1.5
...and so on
on the next quadrum I is reset to 1000

option to change it not per quadrum but per year. the "1.5" could be changed with the options as well.

The pirate raid one and cooldown sound reasonable as well
groovybluedog Oct 12, 2021 @ 5:48pm 
Still so buggy :(
BOT CJ Sep 21, 2021 @ 8:21am 
Hi, I have a bug when using this mod. It work perfectly before but not whenever I command a pawn to interact with the comms, it lag my game from 60FPS to 1 FPS, when I exit the comms menu, everything goes back to normal speed. Disable this mod fixed it. Any idea how this lag occur? I really love this mod and want it back as soon as possible.
BlackFranky Aug 30, 2021 @ 11:50am 
@ace i like the pirate idea
ace Aug 27, 2021 @ 11:34am 
like this mod but feel it is too op. any ideas to make it more balanced somehow?
i can simply buy what i need, craft and sell instantly ad infinitim and get unlimited resources

definitely needs some kinda delay or other cost to it besides silver

also makes trading caravans obsolete

one idea is that maybe it can increase your chance of a raid as pirates can intercept your trade call and location of your colony
groovybluedog Aug 23, 2021 @ 6:08am 
For me, the colonists only queue the action to call a trade ship. E.g. if sleeping and I normal click a call, the colonist won't get up to do it, which they would any other task...
IllBeRespawned Aug 21, 2021 @ 4:18pm 
@mooneflower
I've the same problem.
I did change the amount to call trade ships now it won't let me call them no matter how much silver I have.
Kaedys Aug 20, 2021 @ 9:38am 
@[SV] I'd asked for that a couple weeks ago as well. Also, an option for it to not spawn instantly, but to spawn at some point between X and Y hours (configurable in the options). Basically, allow them to operate a bit more like the phone-in trade caravans you can call, where they aren't just instantly there at your beck and call.
[SV] Aug 20, 2021 @ 2:04am 
can I ask for a feature

instead of calling specific traders, mod option to make it call random traders instead
TokTok Mee Aug 20, 2021 @ 1:11am 
@Mooneflower place an orbital trade beacon beside your silver.
8faiNt ı♣ı Aug 15, 2021 @ 8:32am 
why are they queueing calling a trade ship? that's kinda pointless. is it actually intended or what? like, i could literally just wait a min or two if i wanted the pawn to not call it immediately its not like a routine job
Mooneflower Aug 7, 2021 @ 11:33pm 
I’m having trouble with this mod. I have 3022 silver but it keeps saying that I have 0 silver to call for a trade ship
777carelessguy Jul 30, 2021 @ 9:41pm 
Oh, thank you uwu
Kaedys Jul 30, 2021 @ 8:43pm 
Still feeling like this is the type of thing that can be gamed around relatively easily. Also: https://steamcommunity.com/sharedfiles/filedetails/?id=1839069104 , Map-wide trade beacons.
777carelessguy Jul 30, 2021 @ 4:24pm 
Well trade ships need me to make a little area for the stuff i want to sell, whereas caravans use all your stockpiles and animals and prisoners and everything
Kaedys Jul 30, 2021 @ 3:37pm 
I mean, there are mods out there for making goodwill easier to come by. And you get goodwill from trading with them. Besides, why do you need free trade caravans when you can have trade ships instantly whenever you want with this mod? You can even making calling them entirely free.
777carelessguy Jul 30, 2021 @ 1:29pm 
Yeah but like, what if the caravans didnt cost relations/goodwill? I trade with them alot when they show up and usually gift them stuff i dont need so i shouldnt have to try to get back on their goodside, they should just be happy to have someone to trade with
Kaedys Jul 30, 2021 @ 10:47am 
@777carelessguy You can request trade caravans from any faction you're *allied* to via the comms console. You can even select which type for them to send. Costs 15 goodwill, though you'll get back a fair chunk of goodwill based on the magnitude of the trade with the caravan when it shows up (just like any trading). Takes a couple of days for the caravan to show up, though. You can request a caravan per ally every 4 days.
777carelessguy Jul 29, 2021 @ 3:44pm 
Could there perhaps be a version of this for trade caravans? Or if there already is something that lets me request free caravans with the comms console, could someone point me to it?
Uncle Fubar Jul 29, 2021 @ 12:41am 
I wasn't suggesting a nerf for everyone, just the option to put this more in line with calling factions for caravans. Traders stop being a welcomed surprise or sometimes a desperate need when you can just throw some silver at making them instantly available.
specopsbarton Jul 27, 2021 @ 9:14pm 
Well that's what I just suggested 👍🤝
Delay option from 0-12 or more, thanks.
KiameV  [author] Jul 27, 2021 @ 9:14pm 
My motto for mods in this game is let the player decide. To that end I try to give some options where possible so that the player can decide what's "balanced" for them. Otherwise the player decides how they want to use it.

Or I allow for god mode ;)
In-Game Definition Editor
specopsbarton Jul 27, 2021 @ 9:10pm 
@Uncle Fubar I don't agree with you, for me it's not op, it's good like it is now. Instead of making delay for everyone I suggest to make an option that let control that delay for example from 0 - 12 days.
Uncle Fubar Jul 27, 2021 @ 8:53pm 
@Kaedys I agree this needs a reasonably long delay like calling caravans, otherwise it's way too OP especially with zhrocks11's Lets Trade! or anything that increases trader cash or stock. Logically it should take some time for an orbital ship to get into range, or to land with AUTOMATIC's Trader Ships. Both of those other mods work beautifully with this one btw.

Thank you Kiame this has become a must have mod for me, but I'm too tempted to abuse it even with a high calling price. It's nice to not have to wait days or months for a random orbital, but with this you can immediately buy or sell nearly anything instantly on demand.
specopsbarton Jul 17, 2021 @ 10:05am 
It's probably Stack XXL or Pick Up And Haul - I noticed that if I remove zone under silver and then put that zone again everything works, strange 🤔
KiameV  [author] Jul 17, 2021 @ 8:43am 
Just tested it and it's still working on my end. This mod has not been updated for over a week so it's likely a problem with another mod. Let me know if you find out which one it's not working with.
specopsbarton Jul 17, 2021 @ 8:05am 
+Earlier it worked without problems
specopsbarton Jul 17, 2021 @ 8:02am 
This mod broken itself somehow - I can't call trade ships even if I have enough silver in stock.
Kaedys Jul 15, 2021 @ 7:38pm 
Request for a couple new options to modify the behavior here. Even with a pretty substantial cost on summon the ship, I sometimes feel like the ability to instantly spawn a trade ship of a desired type can be a bit too strong, but I like the ability to call them (at a cost) similar to calling trade caravans from allies.

Per that, could you pretty please add two new options:

1) If set, the trade ship does not spawn immediately, but randomly sometime within the next <slider> hours. Say 1-24h on the slider, and the ship would spawn either randomly anywhere up to that delay, or maybe between 50% and 100% of the configured delay. Something like that.

2) If set, you can't summon a specific trade ship. Instead, a random trade ship will spawn when you summon one.

That would allow the incremental degradation of the power benefit of this mod, without really affecting the central point of the mod (not being purely beholden to the storyteller AI for trade ship spawns).
KiameV  [author] Jul 13, 2021 @ 2:38pm 
I found I never included that as a requirement in the mod's about.xml and added it last night. Thanks for bringing this to my attention!
Trixie Pixie Jul 13, 2021 @ 1:01pm 
I did not :) I must have missed the dependency in the description. It works fine with Harmony, thanks!
KiameV  [author] Jul 12, 2021 @ 4:45pm 
Just to confirm, do you have harmony enabled?
Trixie Pixie Jul 12, 2021 @ 3:14pm 
To clarify, with 1.3 and Call Trade Ships the only installed and active mod, it keeps spamming this:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.KeyBindingDef.get_JustPressed () [0x00005] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.ScreenshotTaker.Update () [0x00008] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.UIRoot.UIRootUpdate () [0x00000] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
at Verse.Root.Update () [0x0004e] in <f9d69f95fe0547a8a4682b0a03d8c3c4>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
Trixie Pixie Jul 12, 2021 @ 1:47pm 
I'm unable to activate this mod, I always get the error "A mod has caused problems" when I turn it on. I tried direct download and Steam subscribe on 1.2 and Steam subscribe on 1.3. I also tried activating another mod (Wall Lights) which works fine. I have no mods activated,
zoura3025 Jul 7, 2021 @ 5:27pm 
(Just to clarify, I specify quarry because it's the only thing that adds/removes jobs)
zoura3025 Jul 7, 2021 @ 5:24pm 
The only one I can think of is Quarry, but the issue began long after I had both mods installed; it seems like the issue only came out with the newest mod patch, judging by timing.