RimWorld
Orbital Animal Traders
32 則留言
Zaljerem 2022 年 7 月 7 日 上午 6:09 
Thundercraft 2021 年 8 月 20 日 下午 3:02 
Discontinued? Hmm... I guess we will have to use this instead:

Zoological Orbital Traders
https://steamproxy.net/sharedfiles/filedetails/?id=1952216926
(Trader will buy all animals (even modded) & sell animals, kibble, eggs + animal furniture)
刹那芳华 2021 年 7 月 23 日 上午 6:56 
1.3?
Firestorm🗿 2020 年 11 月 4 日 上午 11:55 
@Gilgameskills I get them just like any other trader. This Let's Trade mod you are talking about is probably not compatible or its just that the mod is not coded to work with this.
Gilgameskills 2020 年 11 月 1 日 上午 9:43 
i dont see the 2 orbital traders appearing in the Let's Trade configuration is that supposed to be like that? also I have not gotten a single animal/ exotic animal trader
M.A.R.T.I.N. 2020 年 8 月 17 日 下午 9:15 
Does it add all animals from other mods? And if so, does loading order make difference?
Firestorm🗿 2020 年 8 月 16 日 上午 6:56 
I have noticed this serious bug being caused by one of the mods I am running on my 1.0 save. After asking the mod authors for Misc. Robots, Misc. Robots++ and SRTS expanded, who all have looked at my debug log, one of them suggested that my issue is being caused by a trader mod, thus bringing me here.

The bug is: My pawns take the ingredients required to make ship components to the fabrication bench, the parts disappear and they start making the part, but then they stop and walk away. The ingredients do not return. I cannot, no matter how hard I try, make any ship component anymore, and every time I do the ingredients are wasted. God knows how much gold, plasteel, adv components ect I have lost before I noticed.

Aight, here is my debug log: https://gist.github.com/82a48a4990d75310b8426b7998b60aa5
Ralathar44 2020 年 3 月 14 日 上午 11:13 
Thank you for the update :).
spine 2020 年 3 月 14 日 上午 2:48 
are the traders able to buy and sell animals from other mods?
Ralathar44 2020 年 2 月 29 日 下午 8:07 
Update for 1.1 when you can <3.
Tamomomma 2019 年 12 月 2 日 下午 6:40 
Thanks.
horologium  [作者] 2019 年 12 月 2 日 下午 3:44 
i haven't experienced issues with adding this mod to an existing save. backups always help though.
Tamomomma 2019 年 12 月 2 日 上午 10:25 
Does this work with a save or will horrible naughty things happen?
RavenousEye 2019 年 4 月 23 日 上午 6:47 
Will they also sell animals from mods? or just vanilla ones
Wolfguarde 2019 年 2 月 20 日 上午 6:06 
Definitely a good addition though, never understood why an interstellar corporate exotic goods trader wouldn't have vast quantities of exotic animals amongst their other goods. Weird pets would be all the rage in the space age.
Wolfguarde 2019 年 2 月 20 日 上午 6:05 
Cages? Alcohol? I use animal bionics. Specifically, I do to animal spines what I do to prisoner legs, and use doctoring to tame anything that would be dangerous to tame normally.
Jaxx - pshoooo 2019 年 2 月 17 日 下午 12:47 
could you blacklist the exotic animals from the GeneticRim mod and its sister patches for other animal mods? this adds the mechanoids as buyables from the orbital traders and kind of breaks the progression for them.
Far-Seeker 2019 年 1 月 14 日 下午 1:55 
Oh and I would really like a way to sell excess foxes as well! :)
Far-Seeker 2019 年 1 月 14 日 下午 1:54 
@bearhiderug, Fluffy's "Animals Tab" mod ( https://steamproxy.net/sharedfiles/filedetails/?id=712141500 ) allows one to rename a colony's named pets. It also inculdes a number of other QoL improvements for that tab as well.
horologium  [作者] 2019 年 1 月 10 日 下午 3:23 
They should, probably only with normal animal traders however. If you cannot sell to those traders, please let me know so I can look into it. Cheers!
hekele 2019 年 1 月 9 日 下午 9:47 
I got this because I had a couple foxes self-tame, and now have dozens running around starving but none of the traders will buy them. I assumed exotic animal traders would, but just had one finally show up, and it says they are not willing to buy them. I can buy iguanas, but can't sell foxes. As an animal that automatically gets a name when born, it seems really odd that they're treated like such an unusual doemsticated animal that they can't be sold. I hate to slaughter them - they all have names! Should they be sellable?
horologium  [作者] 2018 年 11 月 14 日 上午 11:20 
I think you'll have to tame them first :Donuts:
MonikerSupreme 2018 年 11 月 14 日 上午 10:02 
Don't suppose this mod will allow me to sell wild boars? I used to be able to do this prior to 1.0 but now they are disabled with traders and I have wayy to many running around (I dislike killing them especially when my freezer is flush already with meat)...
horologium  [作者] 2018 年 11 月 4 日 上午 7:54 
@EarthlyTurtle thank you for leaving this message. I just upgraded my pc to windows 10 so I was unable to test the mod myself, I am glad it's working for you. :csgoa:
Jdalt40 2018 年 11 月 4 日 上午 5:49 
Please guys, to prevent these issues, please press Ctrl + F12 with Hugslib. Otherwise the author will be unable to help you.
AnimaTurtle 2018 年 11 月 3 日 下午 11:32 
Hey Horologium, I don't believe our mods are incompatible. I've look at the code and nothing I can see would cause confliction. We both use unique TraderKindDef and do not alter any of the assembly files surrounding orbitals. About the only thing that would is that your rimworld target version is a little off (but really that wouldn't affect anything).

As for the tests, I've run let's trade, orbital animal traders and core together without any other mdos and the results are consistent with the code. There are no errors and both mods seem to work perfectly fine with each other. I do beleive this error is caused by a mod that is altering the assembly files of traders that is either outdated and running inactively in the background or is caused by corrupt file in the game.
horologium  [作者] 2018 年 11 月 2 日 上午 10:47 
It does! Thank you for the heads up :csgoa:
horologium  [作者] 2018 年 10 月 31 日 上午 7:48 
Well this mod should not change how traders arrive, let's go over the checklist:

Are you using version 1.0
Have you tried disabling this mod?
Have you tried your full mod list on another save with the same results?
Do you have any faction mods?
Do you have a special storyteller?
I believe 1.0 added a debug tool to "clear out" existing traders. Try giving this a shot.

This mod merely adds 2 more traders to the game, and does not use C# so if the above checklist doesnt help please hop on my discord so we can continue to figue out what is wrong
ShaderonDark 2018 年 10 月 31 日 上午 7:21 
Thanks for this mod, I just can't get it to work. I've stopped all my mods that do anything with traders and nothing happens when I try and prompt the arrival of the trader. There are no error logs, just nothing at all happens.
Please help?
raydarken 2018 年 10 月 5 日 上午 11:07 
Awesome thanks for the reply!
horologium  [作者] 2018 年 10 月 3 日 上午 10:30 
It should be, this mod adds its own traders so as long as this collab mod doesnt happen to add its own trader types we should be good.
raydarken 2018 年 10 月 3 日 上午 7:57 
Hi and thank you for your work on this mod! Do you happen to know if it is compatible with the animal collab project mod? I don't think it's updated yet to 1.0 however I thought I'd ask, thanks!