RimWorld

RimWorld

Realistic Orbital Trade
256 Comments
Worldwidegamer Sep 24 @ 12:24pm 
I have a space base and i'm using Spaceports and I have the vanilla shuttle landing location but the trading is just working the same. Im not sure why
Darian Stephens Sep 24 @ 3:59am 
Oh, perhaps there could be a small fee for them sending the shuttle in the first place?
A transport tax, or something, so it's not like you're wasting their time and fuel for free? You'd have to load it, though... maybe it's the first thing, and if you don't do it, you get a faction reputation hit?

Maybe the workers could be an extra option that costs a bit more, requesting some extra help with the trade?
ilyvion  [author] Sep 24 @ 3:04am 
@Vril: Indeed! It's a planned idea already, but I don't know when it'll become a reality.
Vril Sep 24 @ 1:32am 
Trader ship could spawn pawns to help carry the stuff with bigger orders.
Darian Stephens Sep 23 @ 9:55pm 
@ilyvion
I haven't done that. I don't want to cheat the system or make it too easy, but it does suck when we have a potential big trade ready and we've spent half a day loading most of it, but we run out of time in the final stretch.
Perhaps a letter saying something along the lines of: "The trader is about to leave, but if you're willing to pay a small fee, they will extend their wait by x hours. Would you like to do this, or cancel the trade?"
Perhaps there could be a couple of different responses you can give, adding more time? Like, 3 hours, 6 hours, 12 hours?
ilyvion  [author] Sep 23 @ 9:50pm 
@DarianStephens: I assume you've already set the grace time in the settings to the highest possible value? But yeah, I could probably add a mechanic like that.
Darian Stephens Sep 23 @ 4:46am 
Do you think there could be an option to extend the time a trader will wait in exchange for some extra silver or something?
Even with the whole colony on transporting, we still can't manage some particularly large trades.
ilyvion  [author] Sep 13 @ 10:10pm 
@Vril: The mod uses the same code for choosing a landing spot as the vanilla Royalty shuttles; having a cleared landing pad [rimworldwiki.com] should make the shuttles favor it. If not, that's a bug in the game itself.
Vril Sep 13 @ 3:57pm 
How i can put a landing zone/spot for the traders? They land a long way from my storage and pawns cant sell items in time - i wanted to haul 3k chemfuel.
ilyvion  [author] Sep 13 @ 12:12pm 
@Marsianer: Consider using the standalone Log Publisher from HugsLib , it makes publishing a log as easy as pressing Ctrl+F12 in the game.
Marsianer Sep 13 @ 9:10am 
Symbol limit in comments section is stopping me from doing so, but I can send them to you somewhere else like email or a message in steam, sorry for your inconvenience :Janitor_Heart:
ilyvion  [author] Sep 12 @ 9:08pm 
@Marsianer: Can you get me a full log?
Marsianer Sep 12 @ 2:50am 
There is a ton of errors after I load my save (Could not find a type named RealisticOrbitalTrade.JobDriver_RenegotiateTrade; ReflectionTypeLoadException getting types in assembly RealisticOrbitalTrade: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.; Could not find a type named RealisticOrbitalTrade.Comps.CompTradeShuttle; Config error in ROT_TradeShuttle: ROT_TradeShuttle has CompProperties with null compClass. etc), I dont understand why and what caused them, since I dont have possibly conflicting trade mods, just trading expanded and a mod for extra silver, and I cant imagine jewelry, VVE and Map Vehicles causing those issues, because I only downloaded them before error occured
Magian Sep 12 @ 1:30am 
It's not lagging now
ilyvion  [author] Sep 11 @ 9:26pm 
Once you have version 0.20 of my laboratory mod, if you're still getting errors, please let me know.
ilyvion  [author] Sep 11 @ 9:25pm 
Yep, I've made the mistake of forgetting to update my Laboratory mod before updating the mod using it. My bad, I'm very sorry for the inconvenience. Laboratory mod updated now, should work again once it's updated for you.
Magian Sep 11 @ 12:02pm 
RimWorld.PassingShipManager:PassingShipManagerTick consumes a lot of resources, causing the game to lag at triple speed. After I removed it, the frame rate increased by 10 and the game became less laggy
Darian Stephens Sep 11 @ 11:23am 
Oh, I'm not sure if this is actually related, but my game hard crashed shortly after the trade ship arrived. Not immediately, but after a few minutes maybe.
No 'stopped responding' or anything, just the game closing with no fanfare.
Darian Stephens Sep 11 @ 11:16am 
Removing Realistic Orbital Trade lets me load any of the saves with no issue.
With Realistic Orbital Trade still installed, I can't load a save if there's a trade ship present, it seems. However, I can load other saves made after the mod updated.
Darian Stephens Sep 11 @ 11:06am 
So, I'm not SURE this is an issue with your mod, but it's only showing up now.
I was able to load a save prior to the mod update just fine, but attempting to load any save made after the mod was updated leads to a 'failed to load map' error, and this log:
https://gist.github.com/HugsLibRecordKeeper/3db423eef560e2a8d6be26a78aced8ec
kyrambox Sep 11 @ 8:50am 
@ilyvion Error has gone. Thank you for the quick fix! It's a good mod and of vital importance for me :)
KeiChan0215 Sep 11 @ 4:38am 
drop pods I mean
KeiChan0215 Sep 11 @ 4:38am 
The only method to stop those spam is by disabling shuttle drop and minimum threshold setting
KeiChan0215 Sep 11 @ 4:37am 
Same problem with @kyrambox, I have ilyvion's Laboratory but it's spamming errors. It's killing my run already.
ilyvion  [author] Sep 10 @ 9:47pm 
@kyrambox: You're most likely missing "ilyvion's Laboratory" based on your list of mods. I see I've forgotten to add it as a required dependency, so thanks for the report and my apologies for the missing dependency entry.
kyrambox Sep 10 @ 9:37am 
I see mass red errors after last update. No active mods, except core, dlcs, harmony and this mod. ReflectionTypeLoadException getting types in assembly RealisticOrbitalTrade and many. many "Could not find a type named...."
ilyvion  [author] Sep 10 @ 2:25am 
Yeah, a pastebin is good. If you have HugsLib or the standalone HugsLib Log Publisher mod , all you need to do is press Ctrl+F12 to publish a log to a convenient location.
Darian Stephens Sep 9 @ 11:26pm 
@ilyvion
Yeah, pressing 'Accept' just doesn't do anything. The only way out of the dialogue is to cancel.
I'll do that next time! Do you want me to send the log in that case? Should I use pastebin or something?
ilyvion  [author] Sep 9 @ 10:53pm 
@Darian Stephens: When you say pressing "Accept" does nothing, does it not even close the dialog? Also, if you run the renegotiation dialog with "dev mode" enabled in the RW settings, the log should be filled with debug details about the renegotiation, so the next time you're having a problem with it, please enable dev mode and try.
NeonSunset Sep 5 @ 6:56pm 
Thank you for all of your work, and feel better soon.
ilyvion  [author] Sep 4 @ 8:48pm 
@DarianStephens: The renegotiation feature is clearly buggy. Unfortunately I came down with a horrible cold on Monday and haven't been able to work as much on the mod as I had hoped, but the hope is that when I'm done tackling the renegotiation issues, there won't be bugs like that afterwards.

I do plan on adding some debug features in so that people who are having issues can provide me with better diagnostics when things aren't working like they should, though.
Darian Stephens Sep 4 @ 2:59am 
Is there any chance you might add some corner notification if renegotiating the trade fails for whatever reason?
There have been several times where I've tried to change it in some way, but pressing 'Accept' just does nothing. Having some kind of feedback would be appreciated.
I look forward to seeing what the future of this mod holds, it adds a lot of life to orbital trading!
Schadenfreude Sep 1 @ 1:41am 
Thank you for your dedication, I hope all your other projects are going well, wouldn't wanna distract you from bigger things.
Schadenfreude Sep 1 @ 1:38am 
I've got an addendum to pawns not being able to haul Genepacks from Genebanks.

If you click "Eject All" on the bank containing the Genepack you're looking for, and it happens to fall ontop of another Genebank, even though it's not stored in the Bank they won't recognize it for hauling. I had to then either manually have pawns haul it off/pick it up or deconstruct/minify the bank that the Pack is sitting ontop of.

https://gist.github.com/HugsLibRecordKeeper/81dd59baf069c6995963ef98265b9611
ilyvion  [author] Aug 31 @ 9:29pm 
Alright, I've prioritized some other mods recently, but this one's clearly in need of some TLC now, so I'll be putting my efforts into this one until I think it's in a better state. Sorry about the issues y'all are experiencing, hopefully I'll be able to address them in the coming days and make this mod more enjoyable.
Schadenfreude Aug 31 @ 7:56pm 
Actually on subsequent trades it looks more like the list of "to be loaded" isn't updated correctly, or something. I have a congoline of pawns delivering things to the shuttle and the list of what needs to be loaded is just empty.
Schadenfreude Aug 31 @ 6:24pm 
Would also like an option to force launch, in cases like this. Ofcourse finding the issue and resolving it would be most optimal.

I was never able to successfully renegotiate the terms. Clicking "accept" just does nothing for me.
Schadenfreude Aug 31 @ 6:22pm 
I never had it leave before the deadline, though.
Schadenfreude Aug 31 @ 6:21pm 
Can confirm what @NeonSunset says, I was just about to report the same thing.

First time, though, where everything is loaded and the ship isn't leaving.
https://gist.github.com/HugsLibRecordKeeper/cea500cd7eba9acef1f1797bf3438b5c
NeonSunset Aug 30 @ 12:07pm 
I'm not quite sure if this is a bug or not, but sometimes even after the ship is fully loaded, it absolutely refuses to leave. There's no error messages or anything; it just says that I didn't meet the deadline and it returns my stuff. The thing is, I've had this happen while I've still have plenty of time on the countdown (3+ hours).

It would be wonderful if you could add some sort of "force launch" option to the shuttle so we can send it off if we've completely loaded it with extra time to spare.
ilyvion  [author] Aug 29 @ 9:37pm 
@Schedenfreude: Thanks for the bug report!
Schadenfreude Aug 29 @ 9:17pm 
There's an issue with Genebanks.

When you sell genepacks, that are stored in them, pawns will not automatically haul these packs into the shuttle, when sold.

You have to manually find and remember what Genepack you sold and throw it out of the Genebank for it to be hauled off.
Schadenfreude Aug 17 @ 9:31pm 
@ilyvion
Awesome, thanks a lot, take your time.
ilyvion  [author] Aug 17 @ 8:53pm 
@Schadenfreude: I can probably do that. I'm a bit preoccupied with my other mods at the moment, but I'll add that option as soon as I'm able.
Schadenfreude Aug 17 @ 6:52pm 
@ilyvion
Would really like to get a mod option to get the ordered items via drop pod, as in vanilla, instead of having a second shuttle come and deliver them.

I like having to interact more with shuttles, but I'm getting nostalgic for the presence of drop pods arriving at my base.
Schadenfreude Aug 15 @ 12:03am 
In such cases I try and quickly make the item, or spawn the thing via dev option, but pawns won't recognize it as a valid item to be loaded.
Schadenfreude Aug 15 @ 12:01am 
@ilyvion
When I try and renegotiate mid transport and click Accept, nothing happens, no error.

Also (I believe), when I loaded up everything except for some items that went missing, like a meal that got eating during the loading, and try to renegotiate, the trade window doesn't open at all, no error either.
ilyvion  [author] Aug 8 @ 9:40pm 
One thing I might consider is adding a feature where, when the trader leaves, and you're not done loading, instead of just dumping it all out, they'll offer to renegotiate the trade based on what was loaded, so you can at least get paid for what you managed to load in time.
ilyvion  [author] Aug 8 @ 9:40pm 
@SpaceMoth: The whole point of the mod from my point of view apart from the obvious silliness of items just teleporting away is to give you that sense of urgency that forces you to make "sensible" trades that your colony has a chance to complete. And for those who want the realism of having to load a shuttle without the stress of a timer, there's a setting for having an active trade pause the ship departure timer, removing the stress element entirely.

There's also settings in the mod for how long the grace period the trader gives you is. I'm not all that sure I want to add more complexity to the timer; the trader either being willing to patiently wait or having a set, finite departure time that you're at the mercy of feel like the two most realistic possibilities.
Space Moth Aug 8 @ 2:55pm 
Been really enjoying this mod however I've hit an issue recently meaning I have had to pause using it. Running a ranching colony means I've built up a stockpile of thousands and thousands of leather and wool.

I arranged a bulk sale with a bulks trader and even though the trade shuttle landed right next to the storage area and I had all my colonists working to load, I simply did not have enough time to load everything for the trade.

Is it possible to add a trade time multiplier based on how many stacks are to be loaded? Maybe an extra hour for every 5 or so? (Or something configurable?)

It is that or have the trade loading get done in steps with their own grace period. And return all the steps if you stop.