RimWorld

RimWorld

Realistic Trade
69 Comments
Raug  [author] Aug 19 @ 9:47am 
Hi guys. Thank you for you words, glad that you like the mod.

I will need to contact Taranchuk for 1.6 update, since he is the tech wizard behind it and I was only the idea maker (and I haven't played since 1.4). I will try to do so in next 2 weeks.

Have anyone tried it in 1.6 already (and it clearly breaks something), or is more of a general "description should say 1.6"?
Blake Aug 19 @ 5:42am 
Love your mod. Do you will update your mod in 1.6?
原批一号 Aug 18 @ 1:04am 
1.6plz
你看我迪奥不 Jul 20 @ 5:55pm 
1.6:steamhappy:
sybersmoke Apr 22 @ 5:11pm 
Hello Raug. I am getting the fun pause error. I removed your mod and have gotten caravans. But with I am playing with your mod, I am getting the linked error. Specifically "Pathing from 374945 to 221099 hit search limit of 500000 tiles."

https://gist.github.com/HugsLibRecordKeeper/7b5b8795c6e0487acd39860a5cb0c386

I am not sure why and I really love the goal of your mod. So I hope this can be resolved with this help.
Ġedryht of Wōden Mar 25 @ 12:36pm 
Does this work with the "Safely Hidden Away" mod?
Clarke's Third Mage Feb 19 @ 1:40pm 
Does anyone know how this interacts with the visiting trader changes in "More Faction Interaction"?
ttyet Nov 18, 2024 @ 3:31am 
Thanks. Dont worry about the issue now. I recently found the issue not that annoying since it seems happened only on those "naturally-lag-somehow" biomes like the rainy tropical rain forest. If someday I was insanely troubled by the issue I will take some time to reproduce and record it and sent it to Taranchuk via DC.
Raug  [author] Nov 17, 2024 @ 5:14am 
Mod file has been updated to 1.5.

My apologies for a long delay - it was ready quite some time ago, but I did not have time to do this.

@CuuLaaaBu - if you can share anby specific logs / reproductioins steps, I can contract Taranchuk to take a look. I myself don't play Rimworld lately and won't be of much help.
ttyet Nov 1, 2024 @ 12:39pm 
used it for a new save.
on my highly modded save, you can witness obvious tps drops per ingame day, lasts around 5-10sec at 3X speed. No error log pops up.
I can easily reproduce the issue.
Hope you can fix it.
ttyet Sep 4, 2024 @ 7:30pm 
YES! lets go! update it already!
Raug  [author] Aug 30, 2024 @ 9:00am 
Hi guys. I've recomissioned Mr. Taranchuk for an update, and asked him to look into optimization.

Since I don't play Rimworld lately I won't be able to test it properly, so if anyone one who uses the mod can provide their logs when they've seen large lag spikes (for Taranchuk to review) - that would be great,

Otherwise, the mod will just be updated to 1.5
ttyet Aug 26, 2024 @ 9:59pm 
thank you! and one more waiting for 1.5
Raug  [author] Apr 12, 2024 @ 9:23am 
If I would catch Taranchuk and re-comission him for an official update to 1.5 - it will be updated, but I have no idea when this may happen.

My apologies, I don't play Rimworld lately.
Гений Apr 12, 2024 @ 12:16am 
Hi mates! Really good mod (I hadn't any issues even for colony that lives literally on the road hex, looks like thouse who have trouble just have copability issues). Could you please advise if anyone tested it fo 1.5?
kitazia Feb 9, 2024 @ 4:02pm 
Have the issues mentioned below been fixed?
Somebody Something Aug 17, 2023 @ 10:26am 
Same here, towards the end of the year I started seeing hangs of more than a second every 25 ingame minutes. Also mod options took 4 seconds to open and 8 seconds to close for some reason. Advancing the ingame date to Aprimay via devmode made these issues go away entirely, and they returned immediately on the first of Decembary.
Snowstar837 Jul 29, 2023 @ 10:24pm 
Yes, I will second the lag spikes issue, only for me, the game was freezing for 20-30s, running fine for 10, then freezing again. Dub's Performance Analyzer showed it was the storyteller tick causing the issue. Removed this mod and everything is smooth (well, smooth as can be with my # of mods).
Alyssit Goods Jul 23, 2023 @ 1:33pm 
Took me a long time to figure it out, but this mod has been causing huge lag spikes every few in game days. It appears however this mod affects pathing for trade caravans is broken. In two in game years I've never gotten a trade. It came back as an issue with mod. After removing it, the lag spikes were gone, and I started getting trades again.
602 Jul 17, 2023 @ 7:01pm 
This mod causes huge lag spikes for me every couple of days.
Raug  [author] May 31, 2023 @ 7:25am 
@konichiwawa - I'm sorry, was checking this a bit in a rush during work. And yes, I think living close to your good allies should be encouraged with a lot of trade, as in IRL.
Hestia🎀🌸🍧 May 30, 2023 @ 1:58pm 
We're two different people :) But thanks for the first notes, I like the trading aspect of this game a lot and this works really well with it. I always live close to friendlies and now I'm getting like 12-15 after disabling the other mod.
Raug  [author] May 30, 2023 @ 9:40am 
@ProfileName - I have trading options in my modlist, and they do generally work together. But I don't think 100% without any issues (at least they conflict in caravan frequency). This mod is lightweight (i.e. its impact is reserved in max 24 in-game hours), so you can try to switch it on and off and see if it doesn't break something important for you in TradingOptions.

Regarding your first post - I think the initial caravans are hard-coded by Rimworld (I always get a lot of them too), and then this mod starts to work as intended. So if you are too poor / far away / have no allies (which is normal for a start of a colony) - you will get punished by traders being very rare.
ProfileName May 30, 2023 @ 5:59am 
I'm not sure if this mod will cause conflicts with mods like Trading Options. Little afraid of trying.
Hestia🎀🌸🍧 May 29, 2023 @ 8:16am 
I found the issue, seems like there is incompatibility with RimWar where they try to control the amount of trading as well, disabling that mod works for me. This mod is more fun lol
Hestia🎀🌸🍧 May 29, 2023 @ 7:14am 
I'm having some issue with this mod where I get 8-10 trading caravans in first year and none for the rest of playthrough, might be a problem with other mods but if anyone had an issue with this please let me know how you solved it.
Shogun with Shotgun™ May 26, 2023 @ 7:51am 
This should be in the base game - they should pay you to integrate it
Tec May 1, 2023 @ 6:39am 
There seems to be a huge TPS hit when StorytellerComp_FactionInteraction_Patch runs.
exBeNN Apr 17, 2023 @ 1:20am 
amazing idea, didn't know I needed this mod so much until I downloaded it
HawnHan Apr 3, 2023 @ 9:21am 
Seems confict with A Petition for Provisions (Continued) .The arrival time of the caravan with the requested items will always stop at 1 hour.
sidfu1 Apr 3, 2023 @ 6:54am 
the post fix that does the spiking is
roadsoftherim.patch_worldgrid_getroadmovementdiffcultymultiplier:postfix
sidfu1 Apr 2, 2023 @ 5:14am 
here is a link to picture of the stack trace in dubs analyzer
https://ibb.co/xS3xGsh
sidfu1 Apr 2, 2023 @ 3:03am 
it started aright around day 20
sidfu1 Apr 2, 2023 @ 3:02am 
i had changed it to 15 days since im on a 100% world. but this didn tstart till probaly when it decided to spawn a trader maybe.
Raug  [author] Apr 2, 2023 @ 2:57am 
@sidfu1 thank you. Did you change the default "7 days range" to a bigger one, or this is with default settings?
sidfu1 Apr 2, 2023 @ 2:20am 
found a major issue. i fusing with rails and roads of the rims it causes a massive lag spike as it tries to also count the roads in itc calculations causing up to 40million draw calls checking each road on planet(im at 100% map.)
Raug  [author] Mar 27, 2023 @ 1:09pm 
@wong anyar - sorry, meaning I don't know where exactly it should be placed ("to be done"). After Harmony definitely, but just use RimPy for ordering.
OV²m Mar 27, 2023 @ 10:54am 
what means Load order:
TBD?
I use google translate, so I don't understand what it means (
Raug  [author] Mar 27, 2023 @ 9:27am 
And added some screenshots of Mod settings in the description
Raug  [author] Mar 27, 2023 @ 9:20am 
Update to version 1.1

Changed:
1.Lowered frequency of calculations to once in 24 in-game hours (from 1 in-game hour), should lower the performance impact. Any changes in modifiers (like change of relationship with faction) will be updated roughly next day.
2.Lowered the amount of calculations displayed in console (now only 1 iteration is shown). Should severely reduce log spam.
3.Added display of Top 5 "Most probable trading factions", ordered by weight, into the Mod settings menu. Now players can easily see the result impact of the mod (both frequency and caravan faction owners).
Raug  [author] Mar 27, 2023 @ 8:01am 
@Mr_Melon_Man647 - I don't use it, but based on the description I think they will definitely interfere when land trade caravans frequency is concerned (I don't know which system would be used and overwrite each other). Other than caravan arrival chance they should not interfere anywhere (as our mod only touches caravan chance and caravan faction ownership)
SAY GEX Mar 25, 2023 @ 12:11pm 
Looks quite good but there's a BIG problem with this mod. It increases memory needs from 2gb to 18 gb... Probably it's not connected with mod, but after deleting it my game needs 16 gb RAM less.:barotrauma:
Melon Mar 25, 2023 @ 1:09am 
does this work with trading options?
The Beast Mar 24, 2023 @ 10:44am 
hello sounds good but i am ok with my storyteller ... 1 trader per 20 years
Raug  [author] Mar 24, 2023 @ 9:50am 
Regarding the comments on lowering the frequency of calculations - agreed, probably once in 24 in-hame hours would be much better for performance. Will be added in next update.

For other suggestions (and thank you for them) - we will try to add some of the calculations results in mod settings page ("your most probable trading partners would be XX with YY weight").
-Mikhail- Mar 22, 2023 @ 12:29am 
Raug, is it possible to perform the calculation no more than once a day? For performance reasons
Signal Mar 19, 2023 @ 8:28pm 
I love the idea. Thank you for the mod! A few suggestions:

Display the calculated visits per year on the mod settings screen. Having to trigger a trader event in dev mode and sift through log messages works, but it's messy. I realize that the mod is early in development, but this would really help the player see what effect the mod is having.

Add settings for min and max visits per year to limit extreme behavior.

Add a cap for the value used for colony wealth. Once a colony is fabulously wealthy, any further wealth won't add more meaningful incentive for a trade visit.
Dark Mar 19, 2023 @ 6:04pm 
I tried out this mod for the first time this week and I really like the concept, but I think you forgot to disable a bunch of logspam. Whenever I load a game and let it run for about a minute, the game suddenly freezes for several minutes. When I check the log after it unfreezes, it's full of verbose log messages that seem to be related to this mod. It stopped when I disabled this mod and started another save.
Kaschey Mar 18, 2023 @ 4:29pm 
Ooh, this looks great! Considering that caravans aren't such a common event, the game could update the calculations even less often but so far it's awesome :D
DkPepper Mar 18, 2023 @ 8:01am 
alright cheers