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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?
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?
Even with the whole colony on transporting, we still can't manage some particularly large trades.
No 'stopped responding' or anything, just the game closing with no fanfare.
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.
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
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?
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.
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!
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
I was never able to successfully renegotiate the terms. Clicking "accept" just does nothing for me.
First time, though, where everything is loaded and the ship isn't leaving.
https://gist.github.com/HugsLibRecordKeeper/cea500cd7eba9acef1f1797bf3438b5c
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.
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.
Awesome, thanks a lot, take your time.
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.
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.
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.
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.