RimWorld

RimWorld

Map Wide Orbital Trade Beacon
Supes  [developer] Aug 30, 2019 @ 1:41pm
Bug? Post here
There's not a lot of code that can go wrong, so likely any bug you encounter will be an incompatibility, apart from that the mod also adheres to certain behaviours that are not bugs.

Your Trade Beacon must be powered.
All Trade Items must be in your home area (this is the same in vanilla with visiting caravans).

If you think you've found a bug/mod incompatibility, post here along with your mod list. If there are red errors in the debug log, post that as well.
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Showing 1-15 of 16 comments
FrozenSnowFox Oct 1, 2019 @ 3:58am 
I've found that events that ask for X silver for a thing don't work. Paying is greyed out and instead it says the usual you need X silver near a trade beacon. I've had this happen with the healing shaman event and the apparel trader event which are both from the mod More Faction Interaction.

Since you asked here's a pastebin of my mod list.

https://pastebin.com/iHAsdap9
Supes  [developer] Oct 1, 2019 @ 7:03am 
I've had a look, and made a couple of additional patches, let me know if that helps
FrozenSnowFox Oct 1, 2019 @ 1:09pm 
I ran some events with dev mode to check quickly and it worked fine. So I think you may have gotten it. I'll let you know if I ever encounter anything else. Thanks for the speedy work.
Valamyr Mar 7, 2020 @ 1:07pm 
Alright this will sound weird and its possibly a conflict with another mod, but I've been using yours while experiencing an annoying new bug recently (post 1.1 update) where trying to expand zones (growing zones, areas etc) would only work one tile at a time. To track down the cause I disabled my mods in ever-dwindling groups until I could find a single mod apparently responsible, and it was this one. Without this enabled, my areas-management works as well as ever. With it on? One square only.

Now I'm sure this falls outside what your mod is supposed to do and a conflict of some sort is responsible, but in case someone else has the same issue I thought I'd document it here. For now I'm going with the easy fix of removing your convenient but non-essential mod from my list. It's probably inevitable to run into odditities like this when running dozens of mods.

Thanks for your work!
Last edited by Valamyr; Mar 7, 2020 @ 1:09pm
Supes  [developer] Mar 8, 2020 @ 6:15pm 
if possible, can I see your mod list please
Sandiozo Sep 23, 2020 @ 10:43am 
There is an issue with the mercanries for hire mod. Whenever I open their ingame menu the framerate drops drastically. Looking at dubs performance analyser I can see that whenever I open their menu this mod spikes like crazy which makes the game lag to hell
Supes  [developer] Sep 24, 2020 @ 10:47pm 
while it does increase the footprint of patched methods (how can it not, we're checking more than the area of trade beacons now), every method this mod patches is something that is infrequently accessed in vanilla, e.g. Trade dialog requests items list once indirectly from patched methods when opening and caches those items for later use (since even the vanilla versions of the patched methods are hefty)

if one of the methods that this mod patches is being accessed excessively by another mod, then it looks like an optimisation that is best made in that mod not this. If I were to guess, that mod is requesting an items list every frame.

another guess (just a guess mind you), might be his silver check using TradeUtility.ColonyHasEnoughSilver (which requests an item list to see how much silver the colony has), a method which is accessed once in vanilla when a ransom letter is opened, the value is cached as a choice in the letter.
ν Mar 17, 2021 @ 9:26pm 
Originally posted by BlueSapphire:
There is an issue with the mercanries for hire mod. Whenever I open their ingame menu the framerate drops drastically. Looking at dubs performance analyser I can see that whenever I open their menu this mod spikes like crazy which makes the game lag to hell

I came here to post this... would be helpful if you add it as an incompatibility in the description so we don't have to disable 100 mods one by one to find the cause.
Supes  [developer] Mar 19, 2021 @ 6:06am 
Sadly it is not an incompatibility with MWTB, as Mercenaries has the issue even without MWTB installed given enough trade beacons placed.

It would be even better if the dialogs in the Mercenaries mod were properly optimised. And I encourage you to give the Mercenaries author a post, as it is a very easy fix.

To speed them up, or If they are having trouble, point them at these files that I have modified.

https://www.dropbox.com/s/zqfe1ulrtecgn5l/MercenariesForMe.dll?dl=0

https://www.dropbox.com/s/kwdmaeb06h6huap/MFMModifiedClassesSource.zip?dl=0
Len Kagamine Sep 22, 2021 @ 7:48pm 
Mod Reported "Incompatible" with mod "Rimdeed" by mod author.
https://steamcommunity.com/sharedfiles/filedetails/?id=2411722784
Supes  [developer] Sep 23, 2021 @ 1:01pm 
they should be compatible, and from what I've tried, they are working fine.

have you tried them together yourself. Maybe you'll get a different result than me.
Richard Jan 11, 2022 @ 12:47pm 
it looks like the mod "infinite reinforce" resets the trade beacon range to normal, or this mod isn't working anymore
Lv99POTATO May 28, 2023 @ 11:29am 
The actual power need for this beacon is 80w

but in the description it says it consume 40w (same as vanilla)

It's not that big, and 80w for map wide beacon is still very efficient
just description is slightly incorrect

---
and today consumption is 100w what is going on?!
Last edited by Lv99POTATO; May 28, 2023 @ 11:03pm
Supes  [developer] May 31, 2023 @ 2:35pm 
the lowest amount of power required is 40w, e.g. a base that is the size of a starter base will use 40w. bigger bases will use more power. This is done to balance out the fact it replaces multiple trade beacons.

of course I don't force everyone to use this balancing feature, it can be turned off from mod options if you want.
JohnVicres Jun 28, 2023 @ 5:44pm 
For some reason, since 1.4, the beacon's range is dead-set to the vanilla size. I have checked using only this mod, and the problem persists. I say "before 1.4" because I went on a hiatus between 1.2 and 1.4, and back in 1.2 this mod worked fine for me...
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