RimWorld
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Realistic Orbital Trade
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Mod, 1.4, 1.5
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30 Thg04 @ 12:28pm
5 Thg07 @ 11:56pm
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Realistic Orbital Trade

Mô tả
Has it ever bothered you how the orbital traders can just magically teleport items right out of your stockpiles? This mod puts an end to that. With Realistic Orbital Trade, your pawns will now have to load up a shuttle with the goods you sold before the orbital trader gets their hands on them AND before you get your hands on the goods you bought.

The mod will guide you through all the required steps using the RimWorld quest and letter systems once you've made a trade with an orbital trader.

The mod can be added to a game at any time. Removing the mod should be fine as long as there is no active trading quest at the time. There will be a fairly large list of once-off errors when first loading such a save, however.

Mod compatibility

Mod compatibility is probably generally good, but there might be issues with mods that modify how orbital traders work or how vanilla shuttles work.

Explicitly supported
  • Dynamic Trade Interface — A compatibility layer has been added to make DTI's custom trade window work correctly with ROT.
  • Auto Seller — A compatibility layer has been added to make Auto Seller's AI trader work correctly with ROT.

Works with tweaks
  • Call a trader — Reported to work by another player if the 'Absolute Cost Range' values (both numbers) in the mod settings are set to zero.

Troubleshooting

My colonists won't load books if they are on a bookshelf

Make sure you update to the latest version of the mod, this was patched to work in version 0.8!

My colonists won't load certain items onto the shuttle

First, make sure your items you are trying to sell are in the colony's home area. The code used by shuttles to find sendable items uses the same logic as the code for forming a caravan does for finding valid items, which has the same requirement. This is a vanilla behavior that I'm not particularly interested in modifying.

Next, make sure the items weren't used up by/equipped by a colonist. Since we don't magically teleport items out of your stockpiles anymore, they're still available for other uses until they've been loaded onto the ship. Don't sell (all) things your colonists are currently consuming as you're likely to have fewer left than you promised to sell by the time the shuttle is loaded. Starting with the release of version 0.7, the mod will allow you to renegotiate a trade agreement so you can take off the items you no longer have available.

Finally, make sure items are stored safely so they don't deteriorate. If you sold an item at 50% and it's now at 48%, that's not the item you promised to the trader, and won't be accepted by the shuttle. Starting with the release of version 0.7, the mod will allow some small leeway about item health for the sake of ergonomics.

Bug reports

There's an ongoing issue where people report that this mod causes problems with other shuttles. Unfortunately, every time I test these scenarios myself, everything works fine. As such, I suspect there is another mod that is causing problems, but so far I have nothing solid to go on. Should you experience this kind of problem, help me help you by doing the following:
  1. Make sure you have HugsLib or The Log Publisher from HugsLib.
  2. Do whatever causes the error to show up.
  3. Press Ctrl + F12, click Upload, wait until it's done, and then click Copy.
  4. Paste the link into the comment section below, along with any additional information you have, if any.

Translations
Want your translation in this list? Release a translation mod (i.e. a mod with only a Languages folder, not a copy of this entire mod + the translation) for this mod, and notify me of its existence, and I'll add it to the list.

Version

This is version 0.8.0 for RimWorld 1.5 and 1.4

Source code

Source code can be found on GitHub[github.com]. Report any bugs or feature suggestions/requests on the issue tracker[github.com].

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Feel free to join my Discord server[discord.gg] if you want to talk to me (and other members) about my projects, or just to hang out, I guess. :)
166 bình luận
ilyvion  [tác giả] 18 Thg08 @ 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 18 Thg08 @ 12:33am 
i genuinely thought that timer was for the ship in *orbit* leaving, instead of the shuttle?
sorry about the mixup
ilyvion  [tác giả] 17 Thg08 @ 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 17 Thg08 @ 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 14 Thg08 @ 10:00am 
@ilyvion thank you for the quick and detailed reply, and thank you for your hard work.
ilyvion  [tác giả] 14 Thg08 @ 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 13 Thg08 @ 1:47pm 
Does this mod function with SOS2?
ilyvion  [tác giả] 13 Thg08 @ 1:35am 
@Yehoria as far as I know, no, but I have plans to make one in the future.
Yehoria 12 Thg08 @ 11:21am 
Is there a mod that does this for regular caravans?
ilyvion  [tác giả] 7 Thg08 @ 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.