RimWorld

RimWorld

Dynamic Trade Interface
282 Comments
Daemonjax 20 hours ago 
In 1.4 this is somewhat broken -- it doesn't display the quantity for items that your colony or the trader has in the Available column. Perhaps it's an incompatibility with one of these other trade related mods I have installed: Show known techprints, or Social experience from trade.
Zeracronius  [author] Sep 24 @ 3:13pm 
Both of those textures were added in 1.5. It is a mistake that the version for 1.4 is trying to load them. It will cause no other issues aside from the 2 errors of 'not found' in the log.
It will not try to actually use them.
Daemonjax Sep 24 @ 2:44pm 
In 1.4, two red log errors when the game starts for what _seems_ to me like texture references to stuff from Vanilla Books Expanded... https://gist.github.com/HugsLibRecordKeeper/439341871f2ff0d7b5611f61cf9c430c
Instead of modifying the source, I just created two fake textures and that made the red errors go away.
Zeracronius  [author] Sep 22 @ 4:53am 
Sorry for the delay, i've been struggling to think of how to best implement it, combined with life going on.
The solution i settled on for now is having all shared as a second tab in the same UI, which behaves exactly the same and seamlessly with the existing ones, but are saved to the mod config file, and so shared across all saves.
月空 Aug 30 @ 1:28pm 
Thank you so much for considering it!Your ideas for import/export or mod config options sound absolutely perfect.
Zeracronius  [author] Aug 30 @ 12:53pm 
No problem! This is something i considered, and deliberately designed to be per-game because i thought you were unlikely to be looking for the same things.
I can try mess around with some options for importing and exporting them.
Maybe an option for saving/loading from mod config
月空 Aug 30 @ 12:30pm 
I apologize. I used a translation tool, so it might have been difficult to understand 。I meant to say 'keep the saved filters between games'.
Zeracronius  [author] Aug 30 @ 12:08pm 
What do you mean by "round"?
Do you mean keep the saved filters between games? Or just keep the current filter between opening the window?
月空 Aug 30 @ 11:42am 
Could the item filtering list from the previous round be saved, please? This way, we wouldn't have to re-enter it every round.
BigFatSMOrc Aug 27 @ 12:33pm 
@Zeracronius
Thank you, no rush!
Zeracronius  [author] Aug 27 @ 12:32pm 
No problem, glad you found it!
Nathan Aug 27 @ 12:27pm 
@Zeracronius

I didn't realize how long it's been and didn't look far back enough in the changelog to see it. I really should've checked the options before posting, though. Sorry for bothering you and thank you for the mod and updates!
Zeracronius  [author] Aug 27 @ 12:22pm 
@BigFatSMOrc
I'll push an update tomorrow that adjusts the reference ID
Zeracronius  [author] Aug 27 @ 12:19pm 
@Nathan
Alternating row colors has been in the mod since 19th of April.
You can find it in the mod's options menu.
Nathan Aug 27 @ 12:07pm 
Hello again,

I hope it's not too much trouble but I was wondering if you had any update regarding the potential for alternating row colors. It's fine if you decided it wasn't worth it or something, I've just been wondering.
BigFatSMOrc Aug 27 @ 10:09am 
Heya! Could you update the mod to be compatible with Quality Colors (Continued) https://steamcommunity.com/sharedfiles/filedetails/?id=3513846773 The original seems to have been abandoned! Thank you!
Zef Aug 27 @ 7:16am 
@Zeracronius: Thanks i tested and it works now, i can type using SHIFT when disabling "dynamic buttons".
Zeracronius  [author] Aug 27 @ 5:08am 
Added an option to turn off button behaviour. Assuming the prior description is actually the reason for this issue, then this should hopefully solve it.

It basically makes all buttons permanently visible.
Zeracronius  [author] Aug 26 @ 6:53am 
Alternatively, for testing, you can try removing the button column.
Zeracronius  [author] Aug 26 @ 6:51am 
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 Aug 26 @ 5:20am 
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 Aug 26 @ 5:16am 
@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.