RimWorld

RimWorld

Vanilla Trading Expanded
 This topic has been pinned, so it's probably important
Decima Mar 29, 2022 @ 12:40pm
Unofficial Ideas/Suggestions Forum
Until the author or someone else makes an official post for ideas/suggestion just dump them here instead of in the comments tab. Hopefully the author or someone else will respond. Note: I ain't gonna maintain this so play nice.
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Showing 16-30 of 52 comments
Dareon Jul 26, 2022 @ 2:29am 
At this level of simulation complexity, cryptocurrency could be a device that takes massive amounts of power and regular "fuel" of components, heats your base significantly, and occasionally produces a random amount of silver.

Numbers could be adjustable on the player side so end users could make it fit their personal vision of crypto.
Anne Flank Aug 7, 2022 @ 12:09am 
Do you know what would seriously kick ass? Being able to create a contract for pawns with specific trait requirements and desired implants.

For example, you'd like to acquire a farming "workforce" posthaste. So you'd post a contract for 10 humans with 10 or more farming, half-circadian implants, nuclear stomachs, joywires, field hands and bionic kidneys.

If you'd ever be able to extend your mod with these features, I'll be forever grateful.
emineminem Aug 15, 2022 @ 7:58pm 
I'd love to see a 'contract history' tab/option, showing what contracts you've accepted and if they've been picked up (maybe in the quests? "maintain 140 joywires until the caravan arrives in X time" or something?)
Lord Asriel Sep 27, 2022 @ 8:08am 
Please, PLEASE give us a %fulfillment chance when choosing contract multiplier and days allotted! A trader would know such stuff....
Endless Oct 15, 2022 @ 8:24am 
It would be great if you chould see the current price deviation from standard base price on the trade window so you know if now is a good or bad time to sell or buy something.

Example: I have 3000 units of Yayo waiting to be sold and a trade ship passes, they offer only $0.80 per unit and I'm unsure if that's good or bad, I check one column over and it shows in red "-96%" perhaps with a down arrow in red. So I can make the informed decision to not sell, and wait until prices become more favourable.

Basically what's shown in the trading terminal, but for the trade screen.
Could it be possible to change the drop pod location from trading? Every time it just hit the mid parts of the map and killed my animals.
「Brainiac」 Nov 8, 2022 @ 9:50pm 
Is it possible to add the option choose quality of item when place contact?
Max Tilt Nov 21, 2022 @ 5:48pm 
With the ideology infrastructure in place and also my usage of the Classical system I have an idea of a different way of diversifying the trade mechanics besides the standard dynamics adjusted. The general concept would be to use an ideology system to adjust a merchant-style system. So for example, we already have the elements of slave trading being frowned upon, as well as the ideology system having preferred weapon types (although personally i find it extremely limiting and never use those weapon pair systems). This would allow for further expansion of richer market specializations, such as prohibiting drug trading, weapons trading, valuing commerce of the arts, and allowing extensions of the ideology system such as rancher societies that then go and trade certain venerated animals to propagate the populations (the VAE- Endangered animals comes into mind as well) This could be paired with or divorced from outpost systems/vte/etc. depending on what the core system you might envision. While I appreciate the arcade-style balancing of this mod, it feels like many economy-depth mods end up going for the same few systems, and a more integrated central Merchantry system would make for more dynamic systems.
I'd appreciate feedback, im sure there are mods with elements of this kind of system, but i think everyone values the Vanilla Expanded integrated scene.
Last edited by Max Tilt; Nov 21, 2022 @ 5:49pm
Icecool2000 Nov 26, 2022 @ 8:17pm 
With the pricing tab I think it might be a good idea to have a way to look up certain categories of goods like apparel, raw resources, etc. This would especially with more mods as the diversity of items will clutter what you try to look at.
莫名某某 Dec 14, 2022 @ 3:13pm 
Maybe we should make deposits in the bank more useful, like I can use them directly to buy goods in the faction that the bank belongs to. Today's deposits are too one-dimensional and do not reflect the real life role of banks.

In addition, I also hope to be able to see the price fluctuations of items intuitively in the trading interface, instead of unnecessarily opening the search interface that affects the performance. After all, the original price of an item should be "common sense" to the character in the game. Or it can be assumed that they also read the newspaper to understand the price of the day.
Last edited by 莫名某某; Dec 14, 2022 @ 3:14pm
genitaliban Jan 8, 2023 @ 10:41am 
Two suggestions to make large modpacks more manageable:

- Please show the deviation from the base price in the trading screen. It's impossible to keep track of the large numbers of items that can be sold or bought, and it would make sense that a colony aware of the market as an entity would be aware of the relative worth of something when trading. Optional: The accuracy of the number shown could depend on the trader's intellect, from "good" and "bad" to percentages. Or you could make it a job like Colony Manager does: Your trader has to check the current market situation every day, and depending on how long he does so, the accuracy increases.

- A graphical readout of price changes over time would be fantastic both from a practical and thematic perspective. It could be derived from the colony wealth screen. This game doesn't have enough statistics and graphs by a longshot and it would be a necessary component of such a terminal when actually doing trades.
Stubkan Jan 13, 2023 @ 3:48am 
These should be the default settings - the mod badly needs this in place

player transaction impact - reduced to 10-20%
price flucuation lower limit - 50%
price flucuation upper limit - 200%
player contract fulfilment chance - 10% (still very easily beat by making multiple contract request)
npc contract fulfilment chance - 25%
maximum mark up on npc contract - 400% ish
max value of npc contracts 5000

this will stop items going to 0 value and rewards destroyin your game. Also makes it alot more balanced for casual trading
FinnSour Jan 26, 2023 @ 7:42pm 
Has it been suggested to allow us to accept contracts even if we don't, at the time of accepting, have all of the requested items? Sometimes I'll be only a few away that I could easily craft in 3 days, but by the time I finally get all of them done the contract is gone.
Bambaryła Mar 29, 2023 @ 7:53am 
- trade offers mechanic -- similar to contracts, but unless of "want to buy" it's "want to sell", a list of items x amount x %off

- trade offer by player -- i have 10000 patchleather to sell, willing to let it go for 50% of the price

- preaccepting contracts - accept a contract so it cannot be stolen from you, but if you dont fulfill the number of items, you get hit by a penalty (cash, raid, orbital bombardment...?)
Anne Flank Apr 14, 2023 @ 4:49am 
Please consider adding service contracts similar to what you might get as quests but simpler and more standardised. An example could be guarding X for Y days, or taking on undesirable items such as a large amount of toxic wastepacks.
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