RimWorld

RimWorld

Dynamic Trade Interface
264 Comments
Zeracronius  [author] 6 hours ago 
Alternatively, for testing, you can try removing the button column.
Zeracronius  [author] 6 hours ago 
It shouldn't matter what layout your keyboard is in, however i am assuming that the issue here is that to type any numbers, you have to press shift, and because shift doubles as a modifier key, this causes the interface to update to visually reflect the new modifiers.
This in tern due to limitation in IMGUI (the UI system), causes it to lose focus on the current input box.

This is all assumptions though.

If that is correct however, then rebinding the modifier key to something else than shift, should prevent this behaviour, or alternatively pressing shift first, and then clicking into an input box while holding shift down should also work normally.

It is the act of pressing or releasing shift that would cause the interface to update. (assuming that this is actually what is happening)
Zef 7 hours ago 
Although, .. i'm not sure if it's the mini keyboard or the fact that it's QWERTZ.

It tried with holding shift or CAPS LOCK but no luck, can't type any numbers.
Zef 7 hours ago 
@Zecronius: I have the same issue as @Winterstein

I'm using a german QWERTZ keyboard (60% compact layout) and none of my number keys are working.

It's not the end of the world since i can still use CTRL or SHIFT to increase or decrease the numbers but it would be way easier if i could simply type like in the vanilla trading screen.

As such this is half broken for non QWERTY users
Zeracronius  [author] Aug 15 @ 9:35am 
@AstraZeneca
I have now been able to test Medieval 2 bartering on my end and not been able to reproduce any issues.
Keep in mind that the Bartering window and the trade window added by this mod are completely separate things and have no overlap at all.
Neither mod actually impact or alter vanilla trade window either.
Zeracronius  [author] Aug 14 @ 1:32am 
It can be found in Rimworld's options => Controls => Keyboard configuration (Modify) => "Modifiers" section
Winterstein Aug 13 @ 4:55pm 
Hello @Zeracronius, I've looked in the mod config and controls and I can't see a specific option to rebind the x100 increment. Is it something to change elsewhere?
Winterstein Aug 10 @ 3:20pm 
I will try to do this, but is it not possible to not update the button while holding "Shift" but simply checking if this key is pressed onClick?
Zeracronius  [author] Aug 10 @ 1:45pm 
@Winterstein
Actually, have you tried rebinding the Shift key away from Increment 100x?
When the modifiers change, the buttons update to reflect which ones are and aren't available.
In unity, updating the interface while focused in a text box causes the text box to lose focus. There is an option to try attempt to auto-refocus the control when this happens, however this sometimes ends up a bit too aggressive.

Rebinding the increment multiplier or enabling that option should mitigate the issue.
Zeracronius  [author] Aug 10 @ 12:56pm 
Thank you, I will try to investigate this
Winterstein Aug 10 @ 11:42am 
I have an AZERTY keyboard with numbers accessibles only through shift (mini keyboard). When I click the rectangle to input a specific number, when I type "Shift", before any other input, the interface do something weird and then when I type a number (1, 2, 3, 4, 5 ...) it does not reflect well on the ui.
Zeracronius  [author] Aug 10 @ 2:54am 
This is the first i hear of any input issues. To my knowledge, Unity should be handling that part.
Can you describe what exactly you experience?

For arrows, the mod supports using a number of modifier keys to adjust the increments, following similar standards like in vanilla: Control, Shift, and both, for 10, 100, and 1000 increments.
Winterstein Aug 10 @ 2:31am 
Hello, thanks for your mod. It seems it does not handle welll AZERTY (mini) keyboard. When typings numbers it does not understand it and that's a bit sad because Trade UI handle it perfectly. Do you think you can provide a fix for that?

Most of the time, the arrrows are enough but sometimes (especially with GTG Orbial) I need to enter specific numbers and it's a problem.

Moreover, it would be cool to have a mechanism that detect hold click and automaticaly increase the number without having to click over and over.
Zeracronius  [author] Aug 5 @ 2:52am 
It has been reported that there was some incompatibilities with bartering, but not specifically what the issue was.
I have not been able to find any obvious overlap or conflicts with Bartering as it uses its entirely own UI.
But I will try to dig further when I get home from vacation
✪ AstraZeneca Aug 4 @ 10:47pm 
Bartering (Trading) with the merchant's guild from VFE-Medieval 2 with this mod causes the merchant's side show nothing. I can still sell but there's nothing to buy.

Console shows no error, at least when opening the interface and trading for me. I may have missed it if it did show errors. Works very well otherwise.
Zeracronius  [author] Aug 2 @ 9:33am 
Should be fixed now. Thanks for letting me know, and sorry for the inconvenience!
Azazellz Aug 2 @ 9:25am 
Nice!
I am very accustomed to playing with your mod; it is extremely convenient for trading.
Thank you for the fix, and keep up the good work!
Zeracronius  [author] Aug 2 @ 9:18am 
@Azazellz
You are indeed correct. Knowing what to look for, i was easily able to find the missing parts.
I'll have a fix up in a moment.
Azazellz Aug 2 @ 8:52am 
It seems that your mod breaks the new “NPC quest” system added in the DLC, where NPCs can give you quests when you interact with them. Merchants, visitors, and even beggars.
In two playthroughs, I was unable to get a single quest from merchants or visitors (i.e., NPCs that open a trade window when interacted with).
I tested this in more detail in developer mode, and without your mod, I was able to get such a quest while trading. Although the chance is quite low, 1 in 10 or so.
At the same time, the quest from “beggars” who come and ask for resources was activated in both cases.
Zeracronius  [author] Aug 2 @ 3:17am 
I updated this mod over 2 weeks ago, and only included an updated preview image and translation files.
There is nothing related to UrgentHail nor WorkTypeDefs here.
I imagine KAU is Keyz Allow Utilities
눈꽃잎 Aug 1 @ 9:43pm 
After the update, an error occurred. When I asked Gemini about it, I received the following response: 'The error message Config error in KAU_UrgentHaul: description has trailing whitespace means that there is unnecessary whitespace at the end of the description field in the WorkTypeDef (work definition) file of a mod called KAU_UrgentHaul.'

I have included a portion of the error log below:
Config error in KAU_UrgentHaul: description has trailing whitespace
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Zeracronius  [author] Aug 1 @ 1:06am 
What do you mean with can't see the names?
If they get cut off or column is otherwise too narrow, you can expand the column by dragging in the edge of the header.
Alternatively check for errors in log.

There is also a button to reset column widths
Cranberry Jul 31 @ 6:37pm 
For some reason I cant see the names of the items in trade menu. Is that intended? Seems odd. I went into the in-game config but theres only an option to remove the Name column entirely.
Zeracronius  [author] Jul 29 @ 2:19am 
Loading interface when loading a caravan or shuttle is not touched by this mod.
鱼不爱吃酱 Jul 28 @ 8:12pm 
The clothes of the deceased will not appear in the trading bar when taking the shuttle.
Zeracronius  [author] Jul 28 @ 6:24am 
@NandoGIP
I have been looking into Medieval 2's batering system, and have not been able to identify any overlap that should cause any conflicts.
What exactly are you experiencing?
NandoGIP Jul 26 @ 10:07pm 
Nothing is showing in my logs but I have a hunch that this mod may be interacting negatively with the merchant barter trade system from vfe - medieval 2. Sorry I dont have anything else to give you but with it being such a big mod, may be worth it to check it out and confirm
Zeracronius  [author] Jul 26 @ 7:33am 
Regular Expression search strings can be saved, and then enabled to show notifications for any matches in the filter presets view. Button right of the bell.
Simply clicking the notification bell at that point will filter the view to only the matches.
AmberGlowBug Jul 26 @ 7:24am 
Is there a way to add a wishlist like in TradeHelper?
lol Jul 22 @ 12:39pm 
This is a fantastic piece. Wish htere was similar mod for caravan / shuttle loading interface!
VitaKaninen Jul 20 @ 7:27pm 
Can you allow this mod to also work with CaravanColonistInfo ? Here is a screenshot showing how it currently looks in your mod, vs with Caravan Colonist Info: https://imgur.com/a/ufJic51
Zeracronius  [author] Jul 12 @ 3:39am 
Most of tradehelpers features are integrated.
SKEL Jul 11 @ 7:55pm 
Is this compatible with TradeHelper?
Zeracronius  [author] Jul 3 @ 5:04pm 
Everything is resizable; column headers can be dragged to resize them, the window can be dragged to resize.
The window size and location is also remembered, and as is the column widths.
DubiousPhysics Jul 3 @ 3:31pm 
For what it's worth, I've found that making the window much wider with the resize handle in the bottom right helps a lot with item names.
Travioli Jul 1 @ 8:50pm 
I am aware of the ability to display durability, but at that point only the first word or two of a name is visible
Travioli Jul 1 @ 8:49pm 
Is there a way to reduce font/text size? Some items don't show their hp % because their names are too long
Zeracronius  [author] Jun 26 @ 1:47pm 
@chainlinc3
"colASTrade2RuleIconDef" is a column added by AutoSeller.
You probably have some stored configuration that includes a reference to this column in your mod options.
Opening and saving the mod's column settings should clear any leftover references to it.
chainlinc3 Jun 26 @ 8:46am 
I'm getting an error on startup with a minimal 1.6 list of just Harmony and this.

Could not load reference to DynamicTradeInterface.Defs.TradeColumnDef named colASTrade2RuleIconDef

I'd include a hugs log, but it's not updated, so I don't think there's anything I can do about that.
DubiousPhysics Jun 24 @ 6:08pm 
@Zeracronius
That's awesome! I really appreciate how well documented this is.

I completely missed that tooltip, thank you for pointing it out!
Zeracronius  [author] Jun 23 @ 4:05pm 
I have updated the modding documentation to explain all of the supported forms of integrations.

For Favourites, i imagine the easiest option would be for them to simply supply a MoreIconsDef, to add an additional icon in the icons column.

Can be found here: https://github.com/Zeracronius/DynamicTradeInterface/wiki

As for faction reputation in gifting mode, this is actually already shown as a tooltip on the accept button.
DubiousPhysics Jun 21 @ 10:07am 
Thanks for all your hard work on this mod! Hopefully this is a decent spot to leave some feature requests.

- The faction reputation display currently disappears when you enter the gift interface. It would be useful to be able to see this on the gift screen as well.
- A "gift affordable" style button that gifts as much of an item as possible without hitting 100 reputation would be really useful.
- This one is probably a long shot, and might be more on the other mod to use Dynamic Trade Interface's extendability, but I'd love to be able to see Favourites! icons in the trade interface (I linked to the updated version I use; alas, the original seems to be unmaintained, although it does have a source code link [github.com]).
Bogatir Jun 18 @ 2:36pm 
Thats fixed the issue, thank you
Zeracronius  [author] Jun 18 @ 1:36pm 
I have pushed an update that should fix it.
It now doesn't show faction goodwill if target faction is Player.
Bogatir Jun 18 @ 11:10am 
log*
Bogatir Jun 18 @ 11:10am 
Window just does not pop up when you try to trade with your own sity, vanila works perfectly fine tho. Sity has the same faction so you are trading with yourself ig. Heres link [gist.github.com] to that issue
Zeracronius  [author] Jun 18 @ 10:19am 
@Bogatir
I do not understand what the incompatibility is, or the issue at hand.
The goodwill calculation uses the same vanilla function in the same way as the default trade window.
I assume that if RIMMSqol has a situation in which you are trading with yourself, then they have patched the vanilla trade window to support that?
Bogatir Jun 18 @ 1:18am 
found an compactability issue with RIMMSqol sitys. Thats what author of RIMMSqol said:
The mod tries to calculate the goodwill with the player faction from the trader faction. However they fail to safeguard that call against trade with the player faction itself.
ajejebrazorf Jun 14 @ 11:56am 
No worries, it happens. :)
Thanks for the super quick fix, it's working again now!
Zeracronius  [author] Jun 12 @ 2:30pm 
It should now be fixed, however steam does not like updating multiple times in a day, so you may need to resubscribe.

And as a reminder, all previous versions are available from the link in the description!