RimWorld

RimWorld

Tradeable AI Persona Core (Continued)
28 Comments
Mlie  [author] 22 Jun, 2024 @ 9:05am 
@[BRE]Gman/Baudry They can be bought and sold
Gman 22 Jun, 2024 @ 8:07am 
Does this allow only for the sale of the cores? Or can they be bought off merchants now as well?
Pain 15 May, 2023 @ 2:11pm 
but a mod conflict is posible i mean every ai core mode does not work for me i can not craft them buy them anything
Pain 15 May, 2023 @ 2:09pm 
I mean the trader ships from interstelar trader i see at them everything from mods weapons and even the materials from sicence never stops they would be in there but i can not see them witout that i rarly get traders and when they have only a small inventory
Pain 15 May, 2023 @ 2:06pm 
I dont know the tec lvl i call trader ships they mostly have everything in game even mod stuff
Mlie  [author] 15 May, 2023 @ 2:42am 
@Pain Then you have some other mod conflicting because it works in my test when spawning exotic traders with a wealth of about 10k and ofc using traders with the appropriate tech-level.
Pain 15 May, 2023 @ 2:26am 
my complete temple and ground for dead colonists is easy at 300k
Pain 15 May, 2023 @ 2:24am 
So far as i know all what i have is going in wealth i have 100k silver i can call exotic trader at will and never do they have 1
Pain 12 May, 2023 @ 4:01am 
My wealth was not very low so 30k silver (i trade a lot with gold)
Mlie  [author] 11 May, 2023 @ 11:57am 
@Pain Exotic goods traders have them if your wealth is high enough
Pain 11 May, 2023 @ 11:42am 
i get trader after trader i look and none
Pain 11 May, 2023 @ 11:42am 
I dont see them
Bear 2 Feb, 2021 @ 2:37am 
The funny thing is, I wasn't seeing any persona cores and so I removed this mod, then I saw one in a new play through. So I must have a mod that also adds them or maybe it's a vanilla thing now, but having this mod active only ever added an error and I never saw any in dozens of exotic goods traders etc.
Bear 25 Oct, 2020 @ 3:46pm 
This game, I have't seen after three in-game years, I don't know why.
Bear 23 May, 2020 @ 7:30am 
moving it to the top of load order fixed it for me
BattleGrown 23 May, 2020 @ 5:37am 
I had the same conflict. Moving the mod above the "Let's Trade!" mod solved it.
Mlie  [author] 29 Mar, 2020 @ 11:41pm 
@Sin No idea, never done multiplayer support
Sin 29 Mar, 2020 @ 5:40pm 
think we can get the multiplayer mod updates? i know this is a long shot but cant blame me for trying to ask :p
Mlie  [author] 24 Mar, 2020 @ 9:40am 
@halogamb No idea, try putting this more to the top of the load order and perhaps the core can be modified by this before whatever other mod affects it
halogamb 24 Mar, 2020 @ 9:26am 
Could it be conflicting with EPOE forked?
Mlie  [author] 24 Mar, 2020 @ 9:05am 
@halogamb The only thing this mod does is to change the tradable setting from None to Buyable. The frequency is not changed from what I can see.
halogamb 24 Mar, 2020 @ 7:11am 
I remember the original mod made them appear with traders semi-frequently and in using this mod I think I've seen it maybe once in the trader list. I use EPOE forked which does make a change or two to the persona core I believe.
halogamb 24 Mar, 2020 @ 7:03am 
I believe a lot of the bionics mods such as EPOE and EPOE forked do.
Mlie  [author] 24 Mar, 2020 @ 6:09am 
@ ۣۜ$ħãÐŎŵ Perhaps you have another mod that modifies the persona core in some way. I can add a check to see if the core exists to this patch.
Yun 24 Mar, 2020 @ 5:47am 
Is this fine?

[Tradeable AI Persona Core (Continued)] Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: <My-Disk-Destination>\steamapps\workshop\content\294100\2017500145\Patches\Patches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
halogamb 10 Mar, 2020 @ 3:17pm 
Thank you!
RyansPlace 9 Mar, 2020 @ 8:14am 
Thank you!

Side question: are there any 1.1 mods that add additional uses for AI cores?
Ralathar44 8 Mar, 2020 @ 3:21pm 
Thank you for making this update! It's a small addition but it makes the game noticbly more enjoyabe for me.