RimWorld

RimWorld

457 ratings
Auto Seller
2
6
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.888 MB
Jul 13, 2018 @ 4:41pm
Apr 11, 2024 @ 8:21am
81 Change Notes ( view )

Subscribe to download
Auto Seller

Description
This Rimworld mod adds the ability to Auto Sell items from the trade window using a set of editable rules. These rules can be created and edited via the Autosell Tab.

So, you've been hoarding a ton of weapons and apparel you've been hoping to sell, or you're frequently harvesting and selling something, but you're getting sick of adjusting sliders for all your hundreds of items. This is mod will make your life easier. After you setup your rules for selling on the overview tab, selling will be only one button press away.

You can create rules for damage equipment, sell only of a certain quality, or even items made from a certain material. Do you have a surplus of stock but don't want to sell everything, you can do that as well.

Additional Info

If you plan to use AutoSeller with caravans, you'll need to build a Trade Reports Printer and create a shopping list, and be sure to take the Shopping List with you. A Shopping List will connect your caravan with the original colony the list was created on (as long as that colony still has a trade printer) use when sending your caravan to trade with other faction bases.

If AI Selling is enabled it will, by default give a job to the best negotiator available, some social skill is also gained during the job.

Buying Rules can be set by creating a rule as normal, and setting the Reorder Point and Restock Levels. When your stock goes below the Reorder Point, you will buy stock up to the Restock Level. By setting Sell Point and Reorder Points, you can avoid getting too low levels of stock or storing too much of an item.

Specific AutoSeller 2 features

Users of the old AutoSeller might scream AHHH! at the new rule creating interface, however the new modular design allows for more complex rule creation while still allowing you to create a rule in under 20 seconds if you want (yes I've tried it).

Another advantage of the new modular design is that there aren't different Rule Types for trading different things (gone are the days of Items/Livestock/Building rules).

You get to choose which filters to add, if you want to sell all of something regardless of health, you don't have to use the health filter.

AutoSeller is an Extendable Framework, and can use Filters outside of the main mod, as well as extensions to create rules that can be used outside of Trading.


Creating a rule in AutoSeller 2


Rules now consist of Groups and Filters. Rule options/settings are at the top of the interface, be sure to set the Rule Description, since unlike AutoSeller 1, Rules are not named for you (this is because rules can become very complex)

Groups don't do anything by themselves but they can hold Filters and other Groups. You can completely ignore using Groups if you want and only use the Root Group to store your Filters.

The right side of the screen contains Properties Tabs for viewing the properties of Groups or Filters

With a Group selected, and from the Group Properties tab on the right side of the interface, double click on Add Filter, this will bring up available filters, click on your chosen filter to add it. Each Filter has different Properties you can manipulate, once added you can double click on it to access these properties.

Click accept to save your rule.


Tips

You can test your rule to see what items match it on the Test tab during rule creation, please note that this matches against what is in your colony (note that quantity is deliberately not shown since this can vary greatly when trading) so if your colony doesn't have an item matching, it wont show.

The most used filter is the Category Filter and I suggest using this filter for your first rule. For the Category Filter, browse through the categories and select which item types or categories to add from the list right of the category list (you can hold shift and/or ctrl to manipulate this list). Added items/categories will be shown on the list below, to remove items from this list, browse back to it to it from categories and deselect.

You can change how a group processes filters by toggling whether a group uses an OR or an AND operator using right click. These are displayed on the group as a Venn diagram, which is two overlapping circles, OR has both circles filled where AND has only the intersection between circles filled. The default group behaviour is AND.

When creating complex rules with multiple branches of Groups, it is highly recommended to name your group (top right of the interface)

You can invert the results of a group by right clicking and selecting Negate, this can be used for creating exceptions which I will get into later as it is an advanced topic.

If you want do prevent a rule from firing but not delete it, you can click the S next to the Rule on the AutoSeller Overview. while on the topic of deactivating rules, you can deactivate part of a rule by editing the rule and right clicking the Group you wish to deactivate.

There are multiple ways to Manipulate Groups, you can cut and paste a Group onto another Group, or you can simply drag the Group over to where you want.

Did you know that you can copy/paste a group from one rule to different rule, you can even do this with different extension Rules.

[ko-fi.com]

Credits
Transalations:
Japanese by Proxyer
Chinese by Jessefjxm
Russian by GuardianDll
Popular Discussions View All (10)
14
Mar 24, 2019 @ 12:50pm
Glitterworld Prime compatibility
Byter
6
May 29, 2020 @ 1:52pm
Freeze when clicking on the AutoSeller button
Müslibär
3
Nov 22, 2022 @ 3:59am
External Documentation
Kawaii Douchebag
426 Comments
Nirahiel Feb 18 @ 4:34am 
I was looking for a way to filter specifically for slaves, and I found it (can't edit comments so I deleted it and I'm remaking it)
Basically it's under the "prisoner" filter, there's a radio button to select slave. Then if you just want all slaves, select all checkmarks
Jack Dec 9, 2024 @ 6:12pm 
Avoid repetitive strain injury :)
Jack Dec 9, 2024 @ 6:11pm 
This mod is fucking amazing. Do yourself a favour and download it, it only took me about ten minutes to fully understand (I think) how it works.
TheSevenSins Dec 9, 2024 @ 3:55pm 
Is there a way to sell duplicate gene packs? I believe when I tried it sold genepacks I had 1 copy of
Cosmo Corban Oct 22, 2024 @ 8:34pm 
Getting errors when trying to use trade with the empire with any aerial vehicle expanded.
https://gist.github.com/HugsLibRecordKeeper/f18a6994b9245ff571fb2d1c2648496f
samtowers08gamer Oct 13, 2024 @ 3:24am 
Simple How To
Trade Window: Click on the $ next to the thing you want a rule for, say bows.
do something, say sell, using the quantity values.
Accept
Click the Big $ bottom right in Trade Window.
Trade values should auto adjust for a sell.
..and then next time you trade bows will be automatically sold.

A bunch of those rules just solves problems. Novice Tip: Don't make it complicated, just make em.
Click $ next to a bow and Accept. Bham, new rule for selling all of that type of bow
Like seriously, thinking about it later, instead of spending ages making a complicated rule that filters for 3 types of bows, I could have just clicked, accepted and gotten on with my life.

Rimworld game screen --> Bottom Right --> Auto Seller icon
See all the rules you made above, create more

Definitely watch the videos for the inner working of rules. Take your time, it's a lot to take in.
samtowers08gamer Oct 13, 2024 @ 3:19am 
OK Colour me Impressed !
I had a hard time figuring this out (say 1hr) but I am now definitely a convert...

I set up some rules to this:
Buy medicine,
Sell some clothing
Sell Tribal weapons.

This just autotraded most of that crap.
They had 156$, and this mod shifted 155$ worth of the above stuff. I had more than 156$ of items to sell so this mod automatically figured out the best fit to max out the trade. Like wow, no more fiddling with that.
OH MY GOD YES. SO F'ING QUICK (once set up)

I was using Wishlist - that only highlights things to buy. This will actually do the buy /sell.
..and you can sell equipped items bha ha ha.

No doubt I am going to find more and more excellent things to do with it.

Also check out CTRL F mod, as it also uses filters. Use that with Custom Alerts and you can be alerted for just about anything
Million Oct 7, 2024 @ 10:49am 
Hi, I don't believe the mod filters, for genes, are checking gene vaults from resplice core.
cashewolf Sep 20, 2024 @ 1:17pm 
TL;DR: Anyone else missing ranged weapon damage in their stats filter? Or have any other missing stats?

Hey, first off, this is one of my must-have mods. I don't think it's too complicated at all, especially if you watch the videos. It can be as simple or as complex as you'd like, which is great for people like me who like to dial things in.

I do have one question though regarding the statistics filter. I've noticed that a bunch of categories are showing up empty for me.

For example right now I'm trying to filter ranged weapons by damage but when I click on the weapons category it is blank. The "Weapons (ranged)" category shows things like accuracy, but several stats are missing such as damage, fire rate, etc. It's not just weapons, there are multiple categories that are either blank or missing stats, that was just one example.

So my question is: is this likely due to a mod conflict, or is this just how it is at the moment? Thanks to anyone who can help me out with this :)
karolkrg Jul 7, 2024 @ 12:28pm 
Can you set what to auto buy or sell during caravan while visiting settlements? I remember that there was a mod where you can choose what items are interesting but can't find it now.