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Een vertaalprobleem melden
Cannot give any hint's on when I'll be trying it out though.
@The Village Guy I cannot reproduce your issue either. Everything works fine with 1.5 for me. I however updated the assembly build in the mod on steam because the previous one was build with one of the pre-releases of 1.5. Maybe that fixes it for you - but idk and idts.
And it is also possible that, if some other event triggers an effect that prohibits orbital ships from arriving while the ship travels, it will not be able to arrive at all.
Then you are out of luck and need to call them again later.
If you dont wont that roleplay part (the cost, the delay, the lockout period) you can set all of them to 0 in the options.
Regards
You need to have a working orbital traders beacon set up with enough silver in its range.
Then the grayed out payment options will work.
This is a requirement to than trade with an orbital trader anyway.
I see what you're getting at there.
But the royal trader is a special mechanic as a trader which is intentionally restricted by the game.
Changing that is not the scope of this mod so I won't add this as a feature here.
One could however implement another mod making the royal trader just a normal trader type. Then it should be automatically compatible with call a traders feature set. Maybe there is already a mod out there doing that and you can find and use it.
Regards
Thanks for checking!
@Grushnak happy to hear it :) what was the issue?
Failed to find RimWorld.IncidentDef named acat_OrbitalTraderVisitingOffer. There are 182 defs of this type loaded.
Without further details on your setup and maybe logs showing any errors or such I sadly cannot so much to help you.
Are you all using Anomalie? (I dont own that Extension to test with) Could some ongoing effect of it block tradeship arrivals maybe?
Sorry I cannot help more here :(
Do you use the Trader Ships mod from AUTOMATIC or some other version?
Is the mod order so that my mod comes after the Trader Ships mod?
If there is an issue you should see log entries on startup from my mod.
If you can provide them (pls create a discussion) I could take a look.
Hmm sadly without any logs or some more hint's to why that might happen to you I cannot do much.
If you could open a discussion and provide some logs I'll try and look into the issue.
It allows you to let the fee scale in a given percent colony wealth range. ;)
You just need to have sufficient silver reserves near an active orbital trade beacon.
If that's the case the payment oprtions won't be grayed out anymore and on click the silver will be removed from your stash and the trader be queued to appear soon.
thanks for the report. I took the liberty to move the stacktrace you send (thanks for that) and the issues description into a discussion thread for better readability.
From my first impression though I dont think it is an issue with my mod though ...
https://imgur.com/kjGKGzB
Here's how it looks like. Only seems to happen when there's a mod that also messes with the orbital traders, in my case TraderGen. I really love them both cause yours allows for more traders in a vanilla-balanced way, and TraderGen adds massive variety to them, integrates them deeply into the game and mods, and just generally improves upon the mechanic.
But can't promise any deadlines nor assurances :D
Pairing it with TraderGen for tons of modded compat via specialized traders and Vanilla Trading Expanded really makes the whole orbital trading concept sooo much better, especially with lots of mods and resources
So all in all - works flawlessly for me. Top tier mod mate
Im not sure anymore what the default setting is though. :D
If the option enabled, the default tradership event will randomly occur as usual.
I assume they will still spawn normally though, right? As you said you did not modify the original logic, just added a balanced way to spawn them via investment?
Ouh boy, yes, thats exactly that sea ice colonie szenario I played myself at the time that inspired me to create this mod.
Thanks for your appriciating comment mate :)