RimWorld

RimWorld

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SF Orbital Trader Transponder
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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15. März 2020 um 4:06
1. Apr. um 4:06
10 Änderungshinweise (anzeigen)

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SF Orbital Trader Transponder

Beschreibung
Tired of waiting for a damn orbital trader to show up?

We have the solution for you. A new-fandangled artifact that calls an orbital trader to your location.

The cheapest and easiest to make orbital beacons must be researched and created at a machining table. It works by attracting the closest tradeship in orbit so you can't control what ship comes to visit.

Once you are sufficiently advanced you can research and call specific types of orbital tradeships. It must be created at the Advanced Fabrication table and it requires costly ingredients.

Happy trading ya raider loving hecks!!!

Art, xml and idea by Shotgunfrenzy, previously maintained by Mehni. I just made it work for 1.1, 1.2 and 1.3

Translations:
ChineseTraditional by shiuanyue
Japanese by Djur

Update on 7/26/2021 8:07:18 PM.
Added new types of orbital trader beacons to call specific ships.
Locked the creation of orbital trader beacons behind 2 new research projects.
Re-balanced the cost of the orbital trader beacons

https://github.com/rselbo/OrbitalTradeTransponder
27 Kommentare
Kazeck 20. Juli 2023 um 15:59 
I prefer the current cost, honestly Farnsworth, for the cost you've suggested I'd like a console that lets us just summon a ship every month or two, perhaps with the trade-off of increasing raider frequency. Basically a trade beacon that acts as a interstellar light-house/beacon going 'there is trade to be found here!'
DiESF1RST 13. Juni 2022 um 20:06 
I agree with Prof, this is dirt cheap... if anything, could we get mod options to let us set the cost and resource amount?
Professor H. Farnsworth 17. Sep. 2021 um 17:16 
Make it like 200 Plasteel, 350 Silver, 150 Steel and 4 Advanced Components, that's sufficiently expensive for the specific ships and 300 steel, 10 components, 500 silver for the random version (because come on once you get this calling random ships for 30 steel, 5 components and 50 silver is dirt cheap).
Professor H. Farnsworth 17. Sep. 2021 um 17:11 
@rselbo
Cost changes are done via the recipeDefs and should be fairly simple to accomplish :).
XANI 25. Juli 2021 um 10:04 
1,3?
rselbo  [Autor] 19. März 2021 um 10:24 
Technically I'm not the author, I just updated the mod to the new versions :) I might have a look at it
Thumper Ankle Breaker 5. März 2021 um 0:15 
Also @Krausladen has a good point, please do some recipe changes author, you can just keep making these and print infinite money rn.
Thumper Ankle Breaker 5. März 2021 um 0:13 
Why is this rated only 4 stars and not 5?
Reaper137 23. Dez. 2020 um 4:25 
lol, relax the random factor is good
rselbo  [Autor] 20. Dez. 2020 um 1:30 
I looked into making it possible to choose the ship type. Unfortunately it would require almost a full rewrite and I'm too lazy