RimWorld

RimWorld

[1.0] Trading Economy Mod 3.1
510 Comments
JessieFeathers 12 Jan, 2022 @ 9:42pm 
1.3?
LNBalestra 29 Nov, 2021 @ 5:50pm 
Is this abandoned?
WalkingProblem  [author] 29 Jul, 2021 @ 3:07pm 
So with the launch of the smurf mod, I gonna divert my resources and time on other stuffs and my professional work until funding raising targets are met.

I will also create rimworld related youtube content - probably a lot to do with the mods I created on my walkingproblem studio youtube channel. (please subscribe here: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw )

Subscriber Targets
~ 100 to allow me to have a custom youtube channel ID
~ 1000 to allow me to monetise the youtube channel.

My aim is 1000 subscribers, so that my content will allow me to earn advertising dollars - which in term will allow me to spend more time on modding.This is actually the best thing to help me help you get more of my mods updated and created!
WalkingProblem  [author] 27 Jun, 2021 @ 4:26am 
For RW 1.2 / Trading Economy 4.0, which the update development is not started yet - will be a revamp of the mod.

I will be adding new mechanics introduced in the latest versions of Rimworld, including adding bio-lock to the walkblem guns (to prevent the game getting unbalanced, because you picked up all these crazy gears from those dead soldiers)

I will also be looking at the economics mechanics (if its doable) - However I do understand there is a few mods touch this recently (launched or launching) - but lets see how I gonna do it.

So this next version will be a huge update/revamp - so its gonna take a long time to work on (provided my professional work do not suck up all my time like it did the past 2 years)

So do consider becoming my patron on my patreon so that I can put more time into modding.

http://patreon.com/walkingproblem
WalkingProblem  [author] 27 Jun, 2021 @ 4:26am 
@pgames-food - yes. Walkblem is named after Walking Problem . =P

I'm planning a new mod, which will introduce a new nemesis of Walkblem faction. Kingpro faction. But havent had time to even update this mod yet...


Arcanant 25 Jun, 2021 @ 9:09pm 
I think it's coming boys and girls! 1.2! :D
longqiqi 12 Mar, 2021 @ 2:43am 
1.2plz
Bongwater 24 Feb, 2021 @ 3:05pm 
will this be updatedto 1.2?
pgames-food 13 Feb, 2021 @ 10:17pm 
:)
Gainer .44 13 Feb, 2021 @ 5:20am 
@pgames-food It is good that someone else see that too. I saw those words when i first read WalkBlem, and is still do :albino_trait:
pgames-food 13 Feb, 2021 @ 2:22am 
yeah this mod has some cool factions too, and it only took me a year to figure out that WalkBlem Industries is a play on words for Walk(ing) (pro)Blem :)
AA 12 Feb, 2021 @ 1:50pm 
This looks really interesting! I noticed AAF got updated - happy to see it :) - the game's economy can use this type of system!
lycheeberry 13 Nov, 2020 @ 9:24pm 
1.2 :(
Beto 20 Sep, 2020 @ 5:58pm 
1.2 please
摆烂 7 Aug, 2020 @ 9:21am 
1.1 plz
Tholdur 18 Jul, 2020 @ 4:10pm 
Update for 1.1 please : (
brody1601 13 May, 2020 @ 5:36pm 
are you planing on updating for 1.1
Paul4Polska Ⓐ✞ 18 Apr, 2020 @ 9:46am 
update plz
LordWigglyDiggly 14 Apr, 2020 @ 2:16pm 
1.1 ?
Gainer .44 5 Apr, 2020 @ 5:37am 
Please update to 1.1 thank you :winter2019joyfultearsyul:
Kelowna 30 Mar, 2020 @ 6:51pm 
Thank you for all the hard work, I greatly look forward to the update.
Ikari Y 30 Mar, 2020 @ 1:54am 
1.1PLZ
.Strawberry 21 Mar, 2020 @ 2:37pm 
any news on 1.1?
Cottery 19 Mar, 2020 @ 1:04am 
1.1 PLZ!!!
Каролина 6 Mar, 2020 @ 4:26am 
Please! I am waiting the update for 1.1!!!!
:lunar2020halodragon:
小鸟游六花95 3 Mar, 2020 @ 5:44pm 
1.1,please !!!!!!!!!!! begging you !
geniusthemaster 1 Mar, 2020 @ 5:20pm 
lol i came here to ask for 1.1 also xD
anmu 28 Feb, 2020 @ 6:32pm 
Could you upgrade to 1.1?
Fllo 29 Jan, 2020 @ 4:56pm 
stonks
JoJo 25 Jan, 2020 @ 8:58am 
Get this Error periodically. I think a Walkblem caravan is trying to enter my map. Other caravans work fine though.

https://pastebin.com/4RU1gGWd

DSD 24 Jan, 2020 @ 1:34am 
Just checked, all the Walblem military bases don't work, and I get these error messages:
https://pastebin.com/iUQjCjHN
https://pastebin.com/qtVKMWRg
DSD 22 Jan, 2020 @ 1:40pm 
A couple problems. None of the Walkblem faction send caravans, ask them, and no-one turns up. And one Walkblem Military base never generates any stock (haven't tested with any other military bases, but all the others work fine
Cruelsuun 21 Jan, 2020 @ 3:05am 
Whenever I go to a pristine ruin about two days later the entire facility is COVERED in Walkblem corperation sieges and raids and i mean like a siege every two minutes, is there an option to limit this? (the Walkblem members are friendly to me but they still siege the basically empty ruin)
萌王喵酱 9 Jan, 2020 @ 6:28am 
I regret robbing the caravan. This armored car is invincible...
Atomically Wrinkled Brain 8 Jan, 2020 @ 1:24pm 
This mod often causes game-crashing pathing errors that spams so incredibly hard that it causes such a severe memory leak that my entire RAM gets used and overloaded, causing my desktop to go black and other applications to crash. This is the only 'faction' mod that causes this issue, and it only happens when one of the caravans from this mod appears on my map. Removing the mod from a current game corrupts the game.
SkyLineAce 6 Dec, 2019 @ 5:08am 
This mod (or one of the required mods, possibly the animal framework) makes the 'replace stuff' mod not work. For some reason my pawns deconstruct the items instead of replacing them from time to time. Probably because I also have the 'share the load' mod. But the mods work fine without this mod and animal frame work installed. ¯\_(ツ)_/¯
xChibi 19 Nov, 2019 @ 3:19pm 
@WalkingProblem there is are 2 incompatiblilty not with this mod specifically but the framework required for this mod that I have found so far,
1. is qualitybuilder by Hatti the frameworks makes the pawn completely ignore this mod.
2. Nursing (splits some jobs like feeding patient, away from doctor and giving it a new job so other pawns can help), it takes the nursing job n re-inserts them back into the doctors job but also leaves the nursing job there. Noticed this behavior with other jobs like "drilling" from rimfeller.
Izanami 15 Nov, 2019 @ 8:03pm 
So... This is broken?
dissociativity 1 Oct, 2019 @ 4:42pm 
but can I declare war on these corporations?
Machacasaurios 1 Oct, 2019 @ 2:10am 
Can anyone help me please?


Could not resolve reference to object with loadID Thing_WalkblemBike5128158 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Transition_DiedExplosive: curPathRelToParent=
Verse.Log:Warning(String, Boolean)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRef(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRef(String)
Verse.Scribe_References:Look(Pawn&, String, Boolean)
Verse.BattleLogEntry_StateTransition:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame_Patch3(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
bbqman101 23 Sep, 2019 @ 11:20am 
the vehicles keep getting stuck at the edge of the map causing them to not want to leve it is also causing crashing ishue
Bilbo Ballbag 10 Sep, 2019 @ 6:47pm 
my error log is going insane with errors regarding 'driver=JobDriver_LayDown'.

vehicles are stuck on the edges of my colony and don't despawn or leave
PsychoSeeker 28 Aug, 2019 @ 4:37am 
im in the same boat as to what Skitzofrk is in had well over 200 pawns spawning from caravans there was atleast 30 pawns i could trade with in them and even after going into dev mode and killing them more spawned in i've been using them mod for some time now and this is the first time i have had it happen to me
DaElephant 13 Aug, 2019 @ 9:00pm 
Anyone come across the problem of the vehicles getting stuck at the edge of the map and the traders cant move so the leave them behind. Any fix for the vehicles actually moving properly and leaving?
Zakennayo 1 Aug, 2019 @ 8:17am 
For the Tradeability error, go into the Defs and look for that specific item, and comment out that block of code.

Use <!-- code here --> to comment out code.
Fuhrizen 30 Jul, 2019 @ 7:25am 
Walkblem people starve to death whenever they visit my colony. Kinda breaks the game when all their gear is just free to take.
MakiabelMFE 29 Jul, 2019 @ 8:50pm 
Config error in FactionBase_WalkblemPharma: ArchotechEye tradeability doesn't allow traders to sell this thing
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
3jack 8 Jul, 2019 @ 9:27pm 
what happens if I remove the mod? :(
Ralathar44 4 Jul, 2019 @ 2:55pm 
I enjoyed this mod for the most part but found the Walkblem gear to be a deal breaker as it's overpowered. I also got extreme slowdown when multiple turrets were hitting the power armor, assumedly from all the spark effects going off at once from deflected shots of the small to medium pen turrets.
Cabal-2140 1 Jul, 2019 @ 2:54pm 
they stay very long, almost half a year, eat only what's on the ground but nothing from their inventory, so some die.