RimWorld

RimWorld

We Had a Trader? (Continued)
68 Comments
anyone know if this works in 1.6?
cauamachado51 21 Sep, 2024 @ 2:43am 
tweaks galore
Dumpshock 16 Jul, 2023 @ 3:42pm 
@Mlie - Much appreciated! Impressed with how quick you threw that out. Will let you know if I run into any issues.
Mlie  [author] 16 Jul, 2023 @ 11:06am 
@Dumpshock Good point, added an option to ignore visitors now
Dumpshock 16 Jul, 2023 @ 9:12am 
Regarding an earlier comment for Hospitality and excluding guests, while I'm no expert, but would it be possible to drop pawns from the TraderPawns list if they have any known Hospitality tags active like LordJob_VisitColony or TraderKindDef of "guest"?
LZIM 9 Apr, 2023 @ 3:23pm 
damn and I was thinking there are no orbital traders at all.. d'oh
Mlie  [author] 3 Apr, 2023 @ 1:14pm 
@LZIM Not sure there is an alert sound. It should just show an alert-info in the sidebar, similar to the low-food alert etc.
LZIM 3 Apr, 2023 @ 1:07pm 
Adding this even though with spaceports guests hospitality etc there can be an abundance of visitors and alerts.. maybe if it had a different alert sound it wouldn't be drowned out with other alerts
Mlie  [author] 1 Apr, 2023 @ 4:50am 
@Zahawk84 Not sure how, the changes in weather is random
Zahawk84 1 Apr, 2023 @ 4:12am 
Any chance to add a feature to warn if a trader will leave prematurely due to bad weather?
The amount of times I queue up a colonist to talk after sleep only for the trader to leave within a single hour...
Mlie  [author] 31 Mar, 2023 @ 11:34am 
@Ferchu Should be added now, thank you!
Ferchu 29 Mar, 2023 @ 3:35am 
Hi @Mlie, could you add the Spanish translation?
https://pastebin.com/V1B8nypb
Thx
Mlie  [author] 11 Dec, 2022 @ 12:10pm 
@dn Cant really exclude them since they are actual traders
vin 11 Dec, 2022 @ 11:15am 
Wish hospitality wasn't included in the trader recognition. Can get real annoying.
Stellar Harbour 11 Dec, 2022 @ 10:00am 
Most furious thing is when you miss cargo pod with survivor
Pus Volcano 23 Jul, 2021 @ 3:43pm 
thanks for picking up my slack lol I'll be subscribing to this
Prydzen ᛋᛟ 13 Nov, 2020 @ 1:41pm 
i would like a mod that pauses the game when there is a trader
Botaxalim 1 Nov, 2020 @ 6:52pm 
This must have qol
AerosAtar 7 Oct, 2020 @ 2:27pm 
You are a legend.
Mlie  [author] 7 Oct, 2020 @ 4:40am 
@AerosAtar Should now also show ships from that mod
AerosAtar 6 Oct, 2020 @ 9:33pm 
@Mlie
Could this be made to recognise the trade ships from Trader Ships?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2046222331
OmΩ 25 Mar, 2020 @ 6:25pm 
@Mlie It work well now. I am grateful to you
Mlie  [author] 25 Mar, 2020 @ 11:22am 
@ℕ𝖎𝙰𝖓𝕪🅸 Όſ⅁ Should be fixed now, I separated the strings into two. If there are differences in chinese I can change it if you translate it for me.
OmΩ 25 Mar, 2020 @ 5:04am 
@Mlie I found a bug when I use Chinese. The mod will add "s" when many traders arrive in colony at same time,I know it is right in English and I'm wondering whether you can remove it when we use Chinese I know little about this field .So could you plz fix this bug instead of me?
Mlie  [author] 24 Mar, 2020 @ 11:59am 
@ℕ𝖎𝙰𝖓𝕪🅸 Όſ⅁ added your translation, thank you!
OmΩ 24 Mar, 2020 @ 1:22am 
@Mlie ok
Mlie  [author] 23 Mar, 2020 @ 11:55pm 
@ ℕ𝖎𝙰𝖓𝕪🅸 Όſ⅁ Sure, just add it as a request on the github-site and ill add it!
OmΩ 23 Mar, 2020 @ 8:40pm 
Thanks! Could I provide chinese pack for this mod,this is a very useful mod
Mlie  [author] 2 Mar, 2020 @ 11:13am 
@Gotaku I tried that mod and I cannot reproduce the error you are describing.
When a trader-caravan arrives there is a note as in the screenshots above. Perhaps there is another mod thats causing the problem?
Gotaku 2 Mar, 2020 @ 10:41am 
Dubs Mint Minimap
Mlie  [author] 1 Mar, 2020 @ 10:23pm 
@Gotaku Never tried that mod, link?
Gotaku 1 Mar, 2020 @ 9:14pm 
is it compatible with minimap? because i dont see any notes when trader comes
Mlie  [author] 20 Feb, 2020 @ 1:31pm 
Updated for RimWorld 1.1, makes use of the new colored-names function.
EverSora 2 Dec, 2019 @ 9:57am 
thx!!!
mklapte 10 Oct, 2019 @ 11:19am 
Thanks for the mod (updating it). This is very useful!
[56e] Adda 10 Jul, 2019 @ 10:06am 
@Mlie Thank you. Yes, I have found only this one little difference so far. Right, let's say it is all... So I will start using your version instead. Thanks for your work :)
Mlie  [author] 10 Jul, 2019 @ 9:57am 
@[56e] Adda I did this mod when the original creator seemed to have abandoned the original. The only thing I know that differ is that this version also shows how long time there is left until the trader leaves.
[56e] Adda 10 Jul, 2019 @ 6:58am 
Hez, may I ask how does this version differ from the original mod We Had a Trader? which has been already updated to 1.0?
facciola007 28 Apr, 2019 @ 10:28am 
Will do thanks :)
Mlie  [author] 28 Apr, 2019 @ 10:04am 
@facciola007 No idea, havent tried that but since it does not change any gameplay it should work. You are welcome to try and report back the result here :)
facciola007 27 Apr, 2019 @ 6:46pm 
Does this work with zetriths MP mod?
velcroboy333 4 Mar, 2019 @ 8:29am 
@Mlie Sounds good. Thanks.
Mlie  [author] 4 Mar, 2019 @ 3:34am 
@velcroboy333 Sounds interesting, should be doable but I dont really have the time right now to do one. Ill post here if I can find the time for it!
velcroboy333 3 Mar, 2019 @ 5:07pm 
Hey, I've been looking for a mod that adds a timer for world events. (Rescue missions, trade requests...etc...) This looks handy and similar but not quite what I'm looking for. Any chance you'd add that in in the future? Or know of the mod I'm looking for?
Callahagun_ThreeFourSeven 24 Jan, 2019 @ 6:53pm 
Neat little mod! Thanks man
Mlie  [author] 17 Jan, 2019 @ 8:10am 
@hekele Fixed the screenshot
Mlie  [author] 10 Jan, 2019 @ 1:23am 
@hekele The screenshot is from before I added it. The timer should be visible when you hover over the ”orbital trader available”-text to the right. Ill update the screenshot when I get the time.
hekele 9 Jan, 2019 @ 10:04pm 
I'm not seeing any countdown to departure for orbital traders, and I don't see one in the screenshots. The description mentions it, but perhps I misunderstood what it's supposed to do.
«Wyvern» 17 Nov, 2018 @ 5:50am 
Anyway, ive done tests with Adeptus mechanicus and it is the cause of my lags... Ive asked a backup version of his mods like a did to you :/
I really don't understand why a mod that add some weapons, materials and equipment can do that kind of problem... Thanks again for your help, you're a great modder !
Mlie  [author] 17 Nov, 2018 @ 5:29am 
@wyvern Most mods should output something in the log as long as Developer Mode is turned on. But if the creator of the mod has not added any debug-logging option its very hard to tell.