RimWorld

RimWorld

Vanilla Trading Expanded
1,031 Comments
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.
Lathrael Apr 25 @ 5:43am 
Trading contracts are an absolute hazard. The pods don't come in like trading with a orbital traders, they drop with vengeance. To roofed areas, and by nature of trading beacons, right at where your stash is at. I just lost 9 Psylink to contract that gave me 10 items. 3 of the pods dropped right next to a shelf containing those. Instant disintigration. I had to create an exclusion zone for where those f.kers drop. Please fix it... It's the most dreaded thing in the game for me right now...
Twilight Apr 24 @ 4:48pm 
@Chosen Doomer - Are you sure you are using the setting correctly? How about sharing the settings you are using. I have used this mod for MANY playthroughs and the settings for price fluctuation has always worked as I would expect.
Chosen Doomer Apr 24 @ 2:52pm 
It's a great idea, but no matter what settings i'd use, component prices would raise to ridiculously high levels, arond 2 thousand-ish
Flood Apr 13 @ 3:12pm 
my most favorite mod. would be cool if you can be the bank.
㊰0/90/0 gg izi㊰ Apr 11 @ 12:11pm 
Hello! I have a problem: prices go up but don't go down. And the market shows me price increases and decreases on items that aren't accurate when a merchant arrives. For example, with images:

Item that skyrocketed in price: https://prnt.sc/u09L1w1px38S
The actual value at which it's being purchased:
https://prnt.sc/OzWseHX_eQaK
Another example:
Item that skyrocketed in price:
https://prnt.sc/QdFK1hONKN16
The price the mod itself gives the item:
https://prnt.sc/c5MJ-hX-9xsv
(Clarification: If I set the item at the market price: 10% of the displayed value, no matter how long the contract is valid, no one will sell it.)

I don't understand the reason for these errors. I don't have another mod that modifies the market, only some that add more caravans. But I also saw these errors while playing. another world just with this mod. if someone is able to explain it to me that would be great.
Aizuki Apr 6 @ 2:55am 
if the price get higher and higher , are that mean raid threat scale same as item value?
Reason was that the item was inside a shelf and not on a ground stockpile
i have a contract that keeps trying to fullfill but they keep immediately leaving due to danger, it has happened for a year straight i don't even remember what item they want
RockiestCornet0 Mar 17 @ 11:20am 
the only other bank that was not the empire deleted its self and i lost all my money
Alfador Mar 3 @ 4:20am 
How do i get other factions to provide banks?
Any chances you add dividends to the stock market? nothing too fancy. just make it send you money once in a while for holding the stocks. based on how much stocks and how much they cost.
Twilight Feb 21 @ 5:26pm 
Or simply use the included settings to reset\limit the maximum price fluctuations to your hearts desire.
Mutazek Feb 21 @ 4:11am 
@Cye I'm not an expert in finances, but I guess you should start selling them instead of just buying them. Eventually, the price will drop. Offer and Demand.
Cye Feb 21 @ 2:39am 
how do you make the prices of things go down? components are costing 716 each its ridiculous
kinonothin Feb 17 @ 1:56pm 
buggy
Lord Dudelsack Feb 6 @ 1:17am 
contracts seem to be bugged. i cant fullfil one because the caravan for pickup is always leaving because of danger.
they basicly just join one side of map, walkt through the map and trhen leave on the other side claiming a danger.
debug menu shows no danger on map
Occupier Feb 4 @ 10:09pm 
Эээ Слышишь? Я нахрена клепал 100 тысяч пушек? Чтобы что? В них купаться? Мне их надо кому то впаривать! Обновите мод! Я хочу торговать тоннами пушек по целому миру а не с парой поселений и то через караваны!
Eymrich Feb 2 @ 8:56am 
Is ok to remove the mod mid game?
Is there a way to tweak how much a price goes up after buying something?
I feel it's absolutely exagerated, at some point I was paying 4k for each advanced component.
It makes impossible making a colony that produce few products and acquire some others, you are forced to produce everything yourself that's not fun.
Deankiller Turnupseed Jan 26 @ 7:50am 
get an error with some things float resulting in a shit ton of errors tho my modlist is huge
Arnis Jan 25 @ 1:14pm 
bought 100 components now they cost 142 a piece. Damn.
Guk5 Jan 24 @ 12:59am 
Вроде круто, но на деле я не могу создать свою ИП компанию по продаже нефти или газа, это минус
DeleteC Jan 14 @ 9:12am 
I encountered a bug that suddenly changed the value of an item in one of my other mods to NAN
Ubuntu Jan 13 @ 5:34am 
Is it possible to sort contracts?
Harkan Alexander Cross Jan 7 @ 12:48pm 
I am on a playthrough with allot of mods and looking for what maybe causing it I have the landing zone up 16x16 landing zone all green and powered but I always get this message. I am wanting to know if anyone is able to point me where it maybe coming from or tell me if its this mod.
Harkan Alexander Cross Jan 7 @ 12:46pm 
No landing zones found. Resource transport from orbit is not possible. Set up landing beacons. I am just wanting to be sure does this have to do with this mod by chance?
Twilight Jan 7 @ 8:08am 
@Hero - You can't fully disable it, but in the mod settings set NPC contract fulfillment chance down to 1%. It will still happen, more so on contracts with a higher markup but should help a bit.
Hero Jan 6 @ 5:12pm 
I can't set up the mod, how can I make it so that contracts don't disappear every time?
I choose an order, make a product, go to the list of orders and it's NOT there. HOW DO I FIX THIS?????
Smiley Face Killer Jan 5 @ 4:36am 
@Vic
https://steamcommunity.com/sharedfiles/filedetails/?id=1969732297

This is what I use and it works fine
Egalexandr Jan 5 @ 2:55am 
well it worth of notifying in mod description that a bank account keeps its value even after accepting archonexus quest
Vic Jan 1 @ 2:58pm 
Is there a way to set a landing zone for items you buy on the market? Because they often crash through the roof and damage my stuff
Oskar Potocki  [author] Jan 1 @ 7:02am 
Fixed it! Thanks!
Buffalonian Dec 30, 2024 @ 10:32pm 
Reported the NaN colony wealth bug via the Google Form with a fix for the divide-by-zero in the VTE code at: https://pastebin.com/Cr17Jzg1
Egalexandr Dec 28, 2024 @ 3:38am 
price fluctuations seems provoking NaN on SoS2 Shuttle, when restoring prices (using mod option) to default, colony wealth becomes readable once again
Oskar Potocki  [author] Dec 19, 2024 @ 3:53am 
Please report it using the google forms linked in the mod description.
L2 Dec 18, 2024 @ 8:35pm 
on occasion it seems
L2 Dec 18, 2024 @ 7:13pm 
Debt collectors dont have a proper notification and notification desc.
Kolosh Dec 2, 2024 @ 10:43am 
Thanks for the suggestion, I lowered the NPC fulfillment to 1%. It is better, but still get vanishing contracts. At least at a relatively higher number than I would expect.
crashfly Dec 1, 2024 @ 1:17pm 
having guests fighting is a feature of the base rimworld game.
as for a guest leaving is closer to a bug for this mod as that result is more used to keep traders from getting in the middle of a raid, animal attack, etc.