RimWorld

RimWorld

Map Wide Orbital Trade Beacon
114 Comments
Devsona 11 Jul @ 8:42am 
Thanks for continuously keeping this mod alive. :steamhappy:
Proxyer 7 Jul @ 2:57pm 
Wow! Thanks 1.6 update!
MyTeamWasSuxSometime 27 Jun @ 5:32am 
need 1.6
暗夜虚灵 24 Jun @ 3:07am 
1.6
Топчик, спасибо за мод
cvrunmin 15 Apr @ 5:54am 
revoke my last word. Vanilla game also grab genepack in ThingDef.GeneBank only
cvrunmin 14 Apr @ 6:51am 
Will not work for other mods that adds new genepack container (i.e. gene banks) as this mod only grab genepack in ThingDef.GeneBank but not others that could also have that comp.
WJSabey 6 Dec, 2024 @ 7:44pm 
This should pair so well with Realistic Orbital Trade , I really hope they work well together. Having to transport the items you sell to a shuttle would be a wonderful counter to the OP-ness of being able to orbital trade anywhere.
Nova 24 Nov, 2024 @ 6:09pm 
Would it be possible to make a beacon that just fills the room its in instead of the whole map? Whole map feels a little cheat-y
Knuppel 13 Nov, 2024 @ 4:56am 
worked for me, check if the items are within home zone
ThatCozyBear 10 Sep, 2024 @ 6:29am 
dont wrk it seems
Pick 26 Aug, 2024 @ 2:17am 
不起作用了
Avery 25 Jul, 2024 @ 3:39am 
doesn't work
KawwaK 29 Mar, 2024 @ 6:29am 
I really need this mod, can someone fix it please?
brian_va 7 Dec, 2023 @ 3:03pm 
seems whatever you want available also needs to be in the home zone. it could also be a mod conflict, maybe someone could confirm.
kinngrimm 14 Nov, 2023 @ 3:54am 
any chance we could get a version with adjustable range in the settings? like vanilla+1 to global and anything in between?
DZiral 19 Apr, 2023 @ 11:21am 
@Supes Thanks for adding this function
@ThatsAFrog Of course I can eject genes. This is just useful QoL feature
ThatsATau 18 Apr, 2023 @ 2:15am 
@DZiral Could you not just eject the genepack and then sell it?
星流之海 11 Apr, 2023 @ 3:47am 
Is this compatible with mod beacon?(Such as Beacon Columns in Utility Columns)
DZiral 26 Mar, 2023 @ 5:39pm 
Rimworld patch 1.4.3555 add useful function - Players can sell genepacks currently inside gene banks. But this mod dont support it. Even if genebanks located in beacon standart range - genes not listed in trade interface. Can this be fixed please?
Devsona 15 Feb, 2023 @ 7:06am 
I like that the mod doesn't change anything about the beacon building costs or energy consumption. If a more expensive version or whatever should be added, I hope it will be a mod option.
Tatara 23 Dec, 2022 @ 3:11am 
the mod creates a bug in my game. Leaving pawns in front of the console and not interacting with traders
Sera 15 Nov, 2022 @ 6:40pm 
"a cheat" I see it as balancing. No questions asked a random guy with the brain of a penut and a bit of cloth that can't even hide his twin peanuts can vacuum an item across the map behind a vault door in a locked container but an interstellar space ship capable of warptech that can digitize the items on their ship can't wait 10 seconds out of their 3 days they are around for us to fetch an item 20 feet away from a orbital relay. Ya ok game sure.
pickpickpickpickpickpickpickpick 15 Nov, 2022 @ 5:18am 
I'd love to see a research for this, as well as higher power consumption, maybe even an advanced component or two, and some plasteel/uranium/gold in the construction requirements to make this more difficult to get :)
HAZRAD 4 Nov, 2022 @ 2:58pm 
hey man this mod is a game changer in terms of base design, i got a suggestion though, maybe you could make the trade beacon beacon separate from the regular trade beacon and make it so that it cost like 10x more to make and use 10x more energy or something, love it still though, good job!
HAZRAD 31 Oct, 2022 @ 6:09am 
OMG thank you so much for this qol mod
Cas_HSR 28 Oct, 2022 @ 7:25pm 
Thank you for the 1.4 update. This is a QoL I use all the time!
brucethemoose 16 Oct, 2022 @ 5:58pm 
Thanks!
Supes  [author] 16 Oct, 2022 @ 5:54pm 
It should work now with 1.4
brucethemoose 12 Oct, 2022 @ 9:05pm 
It does not :(. Errors every tick.
brucethemoose 7 Oct, 2022 @ 5:43pm 
Oh I hope this still works with 1.4
Dylan 11 May, 2022 @ 5:28pm 
Does this still work?
ŅĚǾ人ŖŨŠ 14 Jan, 2022 @ 2:40pm 
It does work with custom trade beacons.
maledin 17 Dec, 2021 @ 7:38pm 
Is there any way to set a custom range for trade beacons using this .dll? I'm making a mod for an enhanced rooftop trade beacon and I want its radius to be larger than the standard one, but not map-wide like you have it here. I'm pretty unfamiliar with .NET code and looking through the decompiled assembly file isn't really helping me all that much. I'd very much
appreciate some guidance in this regard!
VelxraTV 6 Sep, 2021 @ 8:16pm 
Since default trading with caravans works this way. Why the F was it decided trade beacons needed a power source and a tiny range of influence in actual detection. It was more headache than it was worth to discover why my silver was not showing in the trade menu. Oh it's not close enough to a beacon even though one is placed... your mod fixes that illogical approach.
Johnporeon 26 Aug, 2021 @ 9:21pm 
Just gonna say, this mod may just change a small thing but it makes the game a lot more manageable since I no longer need a to spend a bunch of time(which is precious because of my potato pc) micro managing hauling and zones. So I'm just here to say thanks.

Besides that, I feel like base game rimworld should have just had something like the trade area from Amazing Cultivation Simulator, where you could easilly tag an item to be hauled to a trade area instead of fiddling in menus.
Supes  [author] 7 Aug, 2021 @ 1:36am 
doors shouldn't matter
ncraftomega500 26 Jul, 2021 @ 1:39pm 
does the beacon can go throught doors
BrGuardian 12 Jul, 2021 @ 1:38pm 
Looks good, because sometime the trade beacon don't work well when i put more than one around my base
Supes  [author] 30 May, 2021 @ 10:11pm 
Well, the orbital trade beacons coverage shouldn't really matter while running this mod as this mod completely ignores the trade beacons (as a programmer, my thoughts were while creating the mod were, "if I'm going map wide, I don't need to look at the trade beacons at all, only the map list"

The only thing I do with the beacons is change the power usage of them as your base gets bigger while the logirithmic power is setting is turned on.

I'll also correct myself about a vanilla trade beacon being required, I'm not sure when, but it looks like ludeon changed the code that checks that so that isn't required. so you only need a single beacon, be it modded or vanilla, happy days.

So maybe another mod is interfering.
SunRod 28 May, 2021 @ 11:01pm 
thanks for replying... Yes everything is close by. The vanilla orbital beacon stopped working actually. Even placing items in its radius does not seem to work. Other modded beacons work thou, so I'm making do. no worries. Maybe if others report the same problem...
Supes  [author] 28 May, 2021 @ 7:22pm 
Have you made sure you have a vanilla trade beacon, and that it is powered, and the items aren't far away from your main base nor fogged.

what is listed for tradeships becomes the same as what would be listed for visiting merchants. not necessarily the whole map, though I have thought of adding a setting for that (excluding fogged areas, and power requirement would be larger than now, but not much larger)
SunRod 25 May, 2021 @ 1:44am 
Yeah, it stopped working. It no longer covers the whole map... Or whatever it did before. It works as vanilla now.
Supes  [author] 17 Mar, 2021 @ 1:12am 
if possible, please post your modslist in the bugs discussion
Dylan 11 Mar, 2021 @ 9:09pm 
Hey does this still work? the range indicator stays the same. I also seem to be getting weird glitches where parts of the UI disappear when I have this mod on.
Supes  [author] 21 Feb, 2021 @ 10:59am 
there's a little more to it, but yes. It's more accurate to describe it as: what is listed for tradeships becomes the same as what would be listed for visiting merchants.
J Dough 20 Feb, 2021 @ 10:54pm 
Nevermind, this mod makes the whole map the "trading ship stockpile zone" instead of the little 11 x 11 default area or whatever it is
Supes  [author] 20 Feb, 2021 @ 2:41pm 
how and whether tradeships appear is outside the scope of this mod. I don't touch the function of anything like that.
J Dough 20 Feb, 2021 @ 11:57am 
wait, so I'm missing trade ships because they don't pass directly over my vanilla trade beacon?
Supes  [author] 4 Feb, 2021 @ 1:58pm 
the bigger the home area, the more power used, it's mainly used for those that want a more balanced game, don't worry though as it wont affect fps.