RimWorld

RimWorld

Vanilla Trading Expanded
1,069 Comments
Marsianer Aug 25 @ 6:37am 
Is there a way to change the delivery spot for my contract? Cause every time I order something like 3000 chemfuel or 5000 neutroamine, it bursts through my roof in 50 or so transport pods and its a little bit inconvenient
Anker Aug 22 @ 8:52pm 
Actually, you know what? This could use a UI element like the Medieval 2 traders guild. Instead of a bar representing deal fairness, it could have a percentage chance of how likely a contract is to be fufilled by it's due date. Having that information be visible to players- Even if it is just in percent form- Would make it much easier to tell what settings affect what, and let people understand when they need to let a contract take longer, or if they need to put up more of a reward, or so on.
Anker Aug 22 @ 8:29pm 
Which of the settings affects when player made bids are fufilled? Player contracts? NPC contracts? Do you want to set the sliders high or low to make getting them fufilled reliably happen? Does a faction have to physically possess what you're after before it can be fufilled? I can't seem to be able to make certain auctions happen. I'd happily pay through the nose for some specific rare items, but the settings to make that happen seem obtuse.
Oguri Cap Aug 19 @ 8:58pm 
This mod is a testament to my sanity. I love it.
spookwav Aug 13 @ 10:11pm 
Hey guys, y'all can adjust pretty much all of the issues you're having with this mod with sliders in the options menu!

It definitely needs some tweaking to make it feel a little more 'realistic' (like dixie's example, I adjusted things so I can only dilute the market by 25% rather than single highhandedly ruining a planet's supply and demand).

Sliders work both ways too, if you stop things from being able to deviate by the default -90% +200% (I changed mine to -25% +150%), you also miss out on the profit those would bring from traders and contracts.

Fun mod, definitely tweak to your own preference tho!
OrgL Aug 10 @ 8:58pm 
i made organ prices go down to 2 digit prices:(( my business is not doing well:(
Dixie Flatline Aug 9 @ 7:55am 
i think the game mod is too sensitive to what i buy and sell.

i myself should not single highhandedly end the whiskey market because i offloaded a few thousand bottles. its a big ass planet. fun mod though! small quibble.
Luv N Hugz |UwU| Aug 5 @ 6:25pm 
Traders Guild from Odyssey should definitely have a bank
Aargh Tenna Aug 5 @ 2:14am 
This mod is of very limited use. Putting money in a bank is a waste, every bank is guaranteed to go puff. And to place orders you need money in a bank. IRL banks do not go out of business every six months. So basically, it feels unreliable and unnatural.
ArmoredStone Aug 3 @ 11:14pm 
I know this is a long shot to ask, but I'll ask nicely :D would you be willing to make some of this functionality accessible by neolithic/medieval colonies? I would love if I could take order contracts and have clients pick up the order, or pay a runner to deliver me news about prices, or have a trader visit (without goods on hand), and I can order in bulk from them and have my goods delivered later. I know none of this is easy to add, but right now I'm using a trading console and a wood fired generator in my medieval kingdom xD
aef8234 Aug 2 @ 9:44pm 
The contracts system to me actually sucks. a 900% markup for some meat with a duration of 2 years and it doesn't get fulfilled.
GetEmInDvortex Aug 2 @ 5:57am 
there is a really annoying bug that if you place more than 1 order, 1 gets fullfilled sent to you and others disappear sometimes all disappear sometimes just a few
Pholith Jul 29 @ 5:05am 
I think the contract system is a bit too powerfull, you can get any item you need
But I really like the mod !
Ste@mPunkGears Jul 28 @ 12:18am 
When I send for someone to come pick up a contract item, They leave as soon as they hit the map and the msg says my location has become dangerous. There is no threat in my area so im confused why its still happening. Only thing I can think of is the psychic drone going on in the area.
♂Dungeon Master♂ Jul 26 @ 9:08am 
Great mod, 1500 plasteel +200,000 colony cost. Brilliant.
Twilight Jul 20 @ 3:05pm 
@Onyx - You can't fully disable it but there is a mod setting you can lower to lessen the chances that a contract is fulfilled. Just know the markup level effects the odds so a high markup contract is still more likely to get fulfilled out from under you.
Arobain Jul 19 @ 2:48pm 
@contrived, you can turn on no caravan pick up, which would just teleport the stuff out of your base
Onyx Jul 18 @ 7:56am 
Some contracts disappear way too fast, had one for like 55 lavish meals, and it was like several times double the price, maybe around 500%, cook cooked them non stop the second I saw, all he got was a break for a meal, by the time I was finished it was already gone
Ragnarok Jul 18 @ 1:59am 
If stocks could lead to players going bankrupt or making even more money, I think it would be more interesting.
Ragnarok Jul 18 @ 1:56am 
Hello, thank you for your work. This mod is quite interesting. What I would like to know is whether it is possible to adjust the fluctuation range of the stocks. Due to the relatively small variation range, which is usually less than 1%, and the extremely high price, when I use this mod, I don't feel the necessity to purchase stocks. It is completely not as effective as futures.
Oskar Potocki  [author] Jul 17 @ 3:16am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Meelonius Jul 17 @ 3:09am 
It is already there in mod options :) just set them to 0.
Andrew Hester Jul 16 @ 8:47pm 
Would it be possible to have the option to not have price fluctuations? I lean towards enjoying the banking aspect where I can hide my fortune without crippling my sales on my relaxation world (easy mode basically)
Auspician Jul 12 @ 7:58am 
The mod description says that if you're allied with the bank faction there are no fees for deposits/withdrawals, but it appears to be limited to a base fee of 5% either way. Either the description or the mod should be updated to account for this.

From a flavor/balance perspective, if you're allied, deposits make sense to have no fee. But withdrawals at 5% do make sense.
Contrived Jul 9 @ 6:17am 
Is there anything I can do about caravans sent to collect goods for a contract showing up severely under-dressed for my -30C map and deciding to turn around due dangerous temperatures over and over?
Keseal Jul 7 @ 5:10am 
Please, add contributions
Zippy Jul 6 @ 9:17am 
not sure what happened but after this updated now getting a bunch of errors
MALDINGBRICK Jul 3 @ 9:33pm 
components are over 500$ and steel close to 50$. its over
Mørŧariøn Jul 3 @ 8:59pm 
Will this work with "Trade UI Revised"?
danzloblaha13 Jul 1 @ 11:15am 
also funny to see advanced components drop by 12% maybe cause many of settlements are tribals lmao ? :steamfacepalm:
danzloblaha13 Jul 1 @ 11:14am 
well i almost forgot that i have this on my list cause wasnt using contracts in few IRL YEARS and they are OP .. i still enjoyed the realistic prices fluctations as HEEEELLL wow components going up from 32$ to somewhere of 45$ rip me early game ... oh GOD Glitterworld medicine for mere 15$ piece (-67%) thats a BLOODY STEAL !!!:steamhappy:
Atomik Doctor Jun 26 @ 3:12am 
Day two of me telling azoorfox to go touch grass
LifeIsAbxtch Jun 21 @ 5:30pm 
I know Oskar will update this...the dude is talented!
aef8234 Jun 20 @ 3:46pm 
If/when this gets updated, can you guys add a way to make my own contracts for the market? That way I can also buy goods from it, fluctuating in price as well.
AzoorFox Jun 19 @ 3:35pm 
UPDATE WHEN??????????????????????
ParadoxAngel Jun 17 @ 4:00pm 
Okay so after testing and lowering the price a lot (gold in my case) the lumps of ore become huge from the standard 9 tiles I managed to get 72 tiles
ParadoxAngel Jun 7 @ 4:41pm 
I had the price of gold go up so much that it affected the gold lumps you find with the long range scanner...
I'm currently trying to find a solution but a dev command to reset a specific price for an item would be really appreciated...
In any case I think the price should not conflict with the lumps sizes...I'll try to also do the opposite lowering a resource a lot a see if it spawns more
✠Remilia✠Ecarlate✠ Jun 7 @ 8:49am 
@Fyrex Try 400x to 600x more that usually gets me a trade in maybe 4 to 7 days.
UrsaMajor May 23 @ 2:18pm 
Also, I wanted to point out this issue/bug/exploit, If you simply make like 50 contracts for one item, instead of one for 50, your odds of fufilment go up drastically. You can use this to contract buy at 100% instead of markup, the only tradeoff is your sanity lol.
UrsaMajor May 23 @ 2:00pm 
Anyone know of any compat between this and SOS2? Contract caravans enter and die as it's in space :)
Rusty Shackleford May 22 @ 1:03pm 
If you'd like a more relaxed take on the high bank fees, see:
https://steamcommunity.com/sharedfiles/filedetails/?id=3468853875
RicooAFCA May 22 @ 5:23am 
@deadpoom i fully agree, it would be great to put up selling contracts aswell.
VPanda May 15 @ 11:32am 
hola! is it compatible with HSK on 1.4 ver?
DeadPoom May 6 @ 11:18am 
Can u add the possibility to make a selling contract opposite from a buyer contract. For exemple i have too many many insect meat from 2 consecutive Black Hive event and i want to sell them, instead of launch a caravan i can just make a contract and see if somone wanna buy my meat. Could be something nice
Haperski May 6 @ 4:21am 
Theres a problem with medieval overhaul's research schematics when ordering them via contracts. I had one delivered (mithrill research) but instead of 'Mythrill-whatsitsface-Schematics', what arrived was just named '(normal)'. I can read them but it dont do anything.

So I went and try to get rid of it by selling it to a coincidental exotic trader caravan. In the trade menu, I set my hats, drugs and useless junks to sell but when my mouse reaches the '(normal)' scroll the game just went to shit. UI gone. Nothing is responsive. Escape button just alt tab to another window and so on. Had to task manager to end it.
Fyrex May 6 @ 12:23am 
Does making your own contracts even work? As I have yet to ever get anyone to fulfill mine no matter how much more I'm willing to pay. Even tried buying a small amount of potato's just to test and willing to pay 200x more, yet nothing ever happens.
GetEmInDvortex May 3 @ 1:07pm 
you need 1 orbital beacon outside and one inside if you don't want to have your stash destroyed by the pods, if you have a mountain base try build a room to receive trading supplies at the edge of the mountain or where u simply find a thin mountain roof
Lathrael Apr 26 @ 9:00am 
Seems like building a trade beacon to somewhere else is a reliable workaround. Only downside is every other orbital delivery takes much more time to be processed but i can live with that.

I hope it will get fixed anyways.
Lathrael Apr 25 @ 4:23pm 
By the time between my last post and now, a toddler got decapitated by falling roof&pods.

I only use caravan trading spot which is in a far different place. I will try to build an orbital beacon in the middle of nowhere to see if it will fix it. Else my blood pressure will continue to rise with every delivery :D
Twilight Apr 25 @ 2:51pm 
@Lathrael - I vaguely recall an issue in the past with mods that add special "spots". Don't remember the specifics, if you are using any of those types of mods you can try deconstructing those added spots and seeing if the contract deliveries are less damaging. Also recall something about the location being picked based on the last constructed trade beacon? Think building one outside was another workaround.