RimWorld

RimWorld

Realistic Orbital Trade
195 Comments
.sorrowspike May 27 @ 7:15am 
Large trade is more plausible with Time Control mod, or if pawns loading the shuttle can use Pick Up and Haul (which I don't know if it's possible)
WJSabey Apr 11 @ 9:28am 
Can anyone recommend a mod that will increase how long traders stay in orbit? Not the extra grace time that this adds, but the base time.
Grave Mar 14 @ 1:45am 
interesting concept, but trades became severely limited by how much I could load onto the shuttle in time to the point of only tiny trades from an already rare tradeship. When I disabled the time restriction, the shuttle could never leave because eventually, the traded items seem to become unavailable to load.
g0jira Mar 7 @ 1:48am 
renegotiation cant be finished, accept button dosnt work
g0jira Mar 6 @ 1:30pm 
while i like idea, often items sold for trader, are missing, 50% chance that i wont be able to finish trade because 1 or more items need to be uploaded, even when they wont be used by pawns
Halfman Feb 26 @ 11:49pm 
@darian Stephens I have the same issue, have you found a workaround?
RQXRQ Feb 5 @ 5:17am 
It should be load before The Dead Man's Switch(PackageID : aoba.deadmanswitch.core). Otherwise, when landing, it will turn into the shuttles of The Dead Man's Switch, but the animation still be vanilla.XD
Darmanarnar Feb 4 @ 10:23pm 
i think the achtung forced work bugged it i was able to replicate the bug.
Darmanarnar Feb 4 @ 12:32am 
i encountered a bug where the shuttle is fully loaded but doesnt depart.
AerosAtar Jan 4 @ 6:31am 
Any update on the failing DTI patch?
Clifthanger64 Dec 27, 2024 @ 4:02pm 
does the shuttle need a working 9x9 beacon pad if my colonies are capable of building it? if yes how does the shuttle work if there's a quest with the shuttle with a colony only 1 landing pad?
Corvus Dec 27, 2024 @ 11:16am 
This mod turns bulk trading into the most stressful situation ever. 10/10 would install 5 times over
Darian Stephens Dec 25, 2024 @ 11:08pm 
I don't seem able to properly renegotiate an agreement.
Some items were used up without my knowledge, and now I can't load the shuttle fully.
I had intended to just remove it from the trade, but I can't press 'accept'.
Additionally, items like Flake are displayed as split in the interface, which I imagine is because they're separate stacks, but that makes it impossible to know which one I should remove an item from. However, even if I remove all the Flake from the trade by renegotiating, I still can't accept.
I'm still getting a surplus of silver from them, so there's no reason I shouldn't be able to, unless another item hasn't been loaded and I just can't tell because that's not displayed on the interface when it just doesn't exist anymore.
Rondson Dec 22, 2024 @ 12:33am 
Is it possible to track the source of those shuttles to their respective mods, in your case? I could poke around/about the mod authors behind it perhaps? Or what could be done here?
ilyvion  [author] Dec 21, 2024 @ 7:55pm 
@Rondson That is some wacky behavior alright. To avoid mod incompatibilities to the best of my ability, my shuttles all use custom shuttle defs instead of any pre-existing/vanilla shuttle defs. However, I can't really prevent other mods from attempting to modify all shuttles indiscriminately, and I'm guessing that's what happens here.
Rondson Dec 19, 2024 @ 2:17am 
Hello! I have a quirky one for report, wasn't able to recreate this consistently.

So, what happens is the following:

1) commit a trade with the trader ship
2) It's dropship comes down
3) It's texture gets swapped in and out for the reasons I don't understand. One moment the heavy shuttle or cargo shuttle (?) is recognised as a part of your mod, but, when the texture "flickers" it starts to look like a VFE: Empire shuttle.

What causes this behaviour? Is it because two mods override same vehicle/object/item?

Can it be seen in the logs outright? How can I debug this for you?
ilyvion  [author] Nov 26, 2024 @ 9:32pm 
@ChopSushiii Thanks for the report, I'll add it to the mod's list of incompatible mods in the next version.
ChopSushiii Nov 26, 2024 @ 11:54am 
Definitely not compatible with:
https://steamcommunity.com/sharedfiles/filedetails/?id=1969732297
Trade Ships Drop Spot
Deep Nov 6, 2024 @ 9:06am 
this mod is fcking awsome.
Halfman Nov 5, 2024 @ 5:39am 
Would it be possible to make it so that it would use shuttle bays when using Save our Ship 2?
ilyvion  [author] Oct 26, 2024 @ 10:52pm 
@Inglix Thanks, it's a known problem, but I don't currently have the bandwidth to spend time or energy to fix it. I'll get to it as soon as I'm able.
Inglix Oct 22, 2024 @ 5:45am 
One of the transpiler patches for Dynamic Trade Interface appears to be failing.

https://gist.github.com/Inglix/52144acbbc59ff9c3b215dd83e84b0fc
Mettzoo Oct 15, 2024 @ 11:24am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn Mettzoo driver=JobDriver_RenegotiateTrade (toilIndex=1) driver.job=(ROT_RenegotiateTrade (Job_4237240) A = Thing_ROT_TradeShuttle781352 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3FD53E28] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
Mettzoo Oct 15, 2024 @ 11:23am 
Got this bug also @Zanx & @ilyvion. It seems like if the shuttle is loaded with too many items it won't start. If I lower the quantity of items in the trade it works fine. So there is most likely a threshold of how many items you can load into the shuttle. Renegotiate does not work as the "to load" list empty. If I try to renegotiate it causes the following error. Otherwise I have no mod issues in the debug console.
ilyvion  [author] Oct 7, 2024 @ 12:17pm 
@Zanx I'm sorry you're having that problem. Without any other details, there's not really much I can do. I will say, though, that I've used this mod alongside hundreds of other mods without running into that problem myself, so if I had to guess, it's probably some as of yet unknown incompatibility with one of your other mods that i don't play with myself.
Zanx Oct 7, 2024 @ 3:16am 
Seems somewhat bugged, When shuttle is fully loaded and got no items left in the "to load" area, it just stays untill timer runs out and then cancels the trade. good concept tho
fire_ofthecat Sep 28, 2024 @ 5:31pm 
I think that if the ship came with some pawns (humans, mechanoids, etc.) to help load trade goods from your colony into the trade shuttle it would be much better. I find that many of my trade deals take 3-5 days just to load everything onto the shuttle due to the quantity of items that I sell. If I didn't have the infinite shuttle time option enabled then I don't think I'd be able to make any orbital trade deals unless if it was just with silver.
Atomic AlienZ Sep 27, 2024 @ 4:20pm 
@ilyvion with SOS2 it works, but is buggy: shuttle arrives, but in 80-90% cases it won't leave after it's loaded. On planetside colony it seems to work fine
ilyvion  [author] Aug 18, 2024 @ 12:49am 
@koboldthatbitespeople Well, it sort of is -- we have to keep the ship in orbit around for as long as you need it to hang around (i.e. until a trade is complete), so its timer will get paused too.
kobold that bites people Aug 18, 2024 @ 12:33am 
i genuinely thought that timer was for the ship in *orbit* leaving, instead of the shuttle?
sorry about the mixup
ilyvion  [author] Aug 17, 2024 @ 11:57pm 
@koboldthatbitespeople There's already mod settings for increasing the time you get or disabling the time pressure entirely [i.imgur.com], but I'm also planning to add a feature where when the time runs out, you automatically get to renegotiate your trade so all your efforts aren't wasted, because I agree, it's just frustrating to lose all that work for nothing.
kobold that bites people Aug 17, 2024 @ 11:28pm 
love the flavor of this, but i've had a bit of difficulty in practice.
specifically, i grew just *way* too much rice, and have been trying to offload it onto passing traders when i buy stuff, but despite putting my entire colony to the task, i just can't load the rice fast enough for the timer (i think i only managed 7-8 stacks of rice last time)
i'd personally *greatly* appreciate some more leniency on the timer for the shuttle (or at least an option to adjust that)
cause it just feels really wierd that they'd *accept* a trade, watch me spend several hours constantly loading rice onto the shuttle, and then suddenly change their mind and dump it all out into the snow and leave (without even giving me any of the stuff i bought)
Stormline526 Aug 14, 2024 @ 10:00am 
@ilyvion thank you for the quick and detailed reply, and thank you for your hard work.
ilyvion  [author] Aug 14, 2024 @ 1:05am 
@Stormline526 As far as I can recall, I haven't had any reports either for or against it, so as of right now, it's unknown. I don't play with SOS2 myself, so I haven't tested it myself. I'm currently busy with another project, but if nobody else gets around to it first, I'll test it myself at a later date.
Stormline526 Aug 13, 2024 @ 1:47pm 
Does this mod function with SOS2?
ilyvion  [author] Aug 13, 2024 @ 1:35am 
@Yehoria as far as I know, no, but I have plans to make one in the future.
Yehoria Aug 12, 2024 @ 11:21am 
Is there a mod that does this for regular caravans?
ilyvion  [author] Aug 7, 2024 @ 3:36am 
@Rhona Glad you like it, and thanks for the compatibility report on the Call a trader mod; I'll add your instructions to the description.
Rhona Aug 6, 2024 @ 7:05am 
Great mod, love it! I finally removed the bother of having magic teleportation in my game with the one that adds that pesky realism, complete with time pressure. I actually managed to have a deal founder due to me being too slow, despite the grace period. Don't ask.

In case anyone wonders if this thing works with 'Call a trader' - yes, it does. Just adjust the 'Absolute Cost Range' (both numbers) in the mod settings to zero.
ilyvion  [author] Jul 21, 2024 @ 10:38pm 
The alternative would be an easily exploitable source of materials if you could just constantly request and destroy new shuttles without any consequences.
ilyvion  [author] Jul 21, 2024 @ 10:24pm 
@KillerTamashi Indeed. There is no point. But I didn't want to make the shuttles indestructible (not exactly great realism) so I felt like I had to add a consequence system instead.
Killer Tamashi Jul 21, 2024 @ 9:36pm 
What's the point in "betraying" the traders? The shuttles don't come with the goods you asked for, so it's not like you're going to get much out of it.
IQ 420/69 Jul 14, 2024 @ 6:37am 
@ilyvion I'm getting lost in them, but I don't think I will figure it out, so I'll simply stop using your mod for a while
but still mod is good itself
ilyvion  [author] Jul 14, 2024 @ 6:33am 
@IQ42069 Hm, never heard of that one before. Do you get any errors in your log?
IQ 420/69 Jul 14, 2024 @ 1:05am 
@ilyvion exactly
ilyvion  [author] Jul 13, 2024 @ 1:55pm 
@IQ42069 So what you're saying is, you're able to load up the first shuttle, it takes off with your sold items, and then the second shuttle with your bought items never comes?
IQ 420/69 Jul 13, 2024 @ 7:46am 
I don't know if this is because of other mods I installed, or else but, for some reason the second ship doesn't arrive after the trade
Alex Jul 11, 2024 @ 9:39pm 
Thanks! Will double check!
ilyvion  [author] Jul 11, 2024 @ 9:08pm 
@Alex I just remembered I made a demo video for this a while ago since somebody else had the same question: https://www.youtube.com/watch?v=yCn3mR1l6_8 If people are experiencing that their landing zones don't work, I'd be curious to know if it's just ROT's shuttles avoiding them, or all shuttles in general.