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Do we have plans for a 1.6 update? Even if it'll take extra time to account for Odyssey content?
Can't tell the timing exactly, but for sure on a new game you get a ton more traders (I notice this because I never have any economy running)
But my guess is that you could do that.
Perhaps with a modloader like Harmony, which may have an onEggHatch hook, to which you could add a check if it's within a home-zone, if so, hatchling.tame = true.
Or directly add that to the main egg code (but that would most likely not be compatible with many mods, as you are changing core code).
But perhaps a counter question, should an animal be able to be tame upon "birth"?
Genetically it's wild, it's only tame by nurture / learned behaviour.
And it learns from parents, be that tame parent animals, or feeding humans. An animal does not come into existence obedient, it takes training and "parenting" to make a born animal a tame animal.
[1/2]
It could probably be done with adding a few checks to the hatching moment code, but would it make sense?
... I suppose you could make it so that an animal has 50% starting obedience if it's born inside a human area? Like pigeons hatching in cities, they're not scared of humans because humans are part of their expected world.
1.3:
+ Added Vanilla Animals Expanded — Ice Sheet interaction (if it is installed). (Now also trades Walrus Tusks.)
If you want to test it before continuing:
1) Save your game.
2) Enable Development mode (Options -> Development mode)
3) Open Debug actions menu (top of the screen, icon: Gear-with-triangle, left one)
4) "Do trade caravan arrival" -> [Faction with who you are neutral or ally] -> "zoological trader"
5) Attempt trade and check to see if things work.
6) Disable Development mode (Options -> Development mode)
7) Load your previous save.
I've done some testing from your bug report (thanks!), and my findings are that when I am able to replicate it, it goes a away if I retry a few seconds later (with the trader closer to the base).
Which leads me to think it's due to the game trying to find a path between trader and animal, and it being too far, thus saying "unreachable".
(This is vanilla behaviour, because otherwise you'd be able to sell creatures which are locked inside a box, and then keep them because they can't leave. (And too difficult or far to pathfind, also counts as "no, can't sell".))
TL;DR: I think it's due to vanilla mechanics, letting the trader get closer to the base (or goods), and/or retrying a few seconds later seems to fix it for me.
If you have further ideas, or problems, please do let me know!
~Sjaak
I have wanted to add the ability to include modded items, however I have not (yet) gotten to implementing such.
Life is busy, and work happens, but thank you for reminding me! I shall try and get to it, however I cannot make promises.
1) I'll do my best to keep it updated.
2) I'll try to find some time to add extended, and cross-mod features.
1.3:
+ Added RimWorld v1.3 compatibility.
+ Added Simplified Chinese and Traditional Chinese translations, thanks to 虛無_鬼王 !
1.2:
+ Added Simplified Chinese and Traditional Chinese translations, thanks to 虛無_鬼王 !
虛無_鬼王
really appreciate!
https://github.com/GhostSoulGS/-/tree/74464481e7994627732134f4124c080d004e9c3c
If you could send me a copy of the file(s), so that I can check it, I'd be very much in favour of this.
I can either incorporate it into the main mod (as an option, or auto-select if system language is Chinese).
Or you uploading the translated version to the workshop.
Or possibly I could upload the translated version, with you as co-owner of it (this way updates might be easier).
May I have your permission to forward/upload the translation file of this mod to the workshop?
Have you got any mods installed that add/remove/modify factions, story tellers, and/or trading mechanics?
i thought xml mods is like making a pizza and you just need to add things you want,like there is a new mod about tribe not fleeing,if you want it you can open it and add"Empire or Pirate".
don't even need coding since there should be a template maybe on the wiki or Ludeon forum and you just need to edit it to make a pizza.
well guess everything wasn't easy after all,thank you.
For the mod functionality it is indeed just xml, and sometimes code (C# (assembly/source)), and .png for textures.
The .git is not for functionality of the mod (and doesn't change anything for the mod), but rather for keeping track of changes I have made during the making and updating of the mod.
The .git can be excluded, but if someone for example wants to make a continuation or an alternative version of the mod, they can use it to see which parts in what file do what, and when they were added. Rather than having to sift through all of the code by hand.
TL;DR: Git doesn't do anything for the mod, but it's a very useful thing to keep track of changes in the code over time, for programmers/developers.
And it's not just for mods, it's also for different code things. And I find it quite useful, and use it often. So if someone wants to edit parts of this mod, they can use it too if they wish, which is why I kept it in.
that sounds new, i thought these type of mod only use xml had a somekind of template maybe on the wiki and you just need to add things you want to it.
anyway thanks.
.git folders and files are from a thing called "Git". Some popular examples are GitHub [www.github.com] and GitLab [www.gitlab.com].
It's slightly difficult to explain fully what Git is, but simplified it's a system to keep track of files/code and changes in them while working on/with them.
Quite a lot of developers/programmers use it while working on projects.
For example: Imagine you are making a mod, and you are adding a big new feature, and suddenly someone tells you they want the version from before that! Rather than trying to remove the feature again, you can just use the older files. But rather than making a copy every time you make an update, you only store the changes!
part 1/2 ...
Or for example if you work with multiple people on the project, rather than saying "Don't work on these files today, I'm working on them!" and having to do that to everybody, for every edit, every day. You just have a copy of the files, and when you are done, push the changes to a shared place, from which people can then pull those changes and apply them to their own copies.
TL;DR: Git is a way to keep track of changes in code or files while you are working on them. Or for if you are working with multiple people at the same time, to make it easier to work on the same thing at the same time. And .git is the file used to store the settings.
For this mod the code is also available on GitLab [gitlab.com], which uses Git, and .git is where the config files are located, for if other people also want to use Git while editing the mod themselves.
this is not really concern the mod but would you mind to tell me what this file do?
i mean sometimes i can see the file like this in a mod sometimes i don't,
and i think this file won't influence the mod even without it.(since as i know trader mod is kinda only xml file)
is .git file somekind of dump when coding with somekind of software,
some of modder will delet it after finish the mod,some of won't for easier fixing if any bug shows?
Could you tell me what version of the game you are running? And if all your installed mods are Steam mods, please put them all in a collection, and send me a link?
(That spares about an hour or so of searching and subscribing to them all manually)
TL;DR: HMMM, that should not be happening, send me a list of your mods, so I can try to recreate it, and try to fix it.
@test, 1.2 update has been pushed, thank you for notifying me!
Kurin are of type "HumanFactionBase", and Let's Trade only adds their traders to "OutlanderFactionBase" and "TribeBase" (which Kurin isn't part of).
But hopefully at least 1 extra trader from them is already something :)
Rather than having to do a small update everytime I, or somebody else runs into a mod with a faction, to add it. It now is added to all factions (that can trade with the player). And then removed from ones which it does not make sense for (none so far).
So if you have/find a faction for whom you think it'd not make sense to have Zoological Trader Caravans, tell me and I'll look into it!
@Tatzenmonster, Many thanks! And I can't help but say the very same of you!
@Tokido Saya, It now automatically adds the trader to all factions (including mod factions), that have traders!
I could've added only Kurin, but that would mean a small update every time I find a new faction-mod-faction, which would just be unwieldy. The way it is currently set up is that all factions (that can trade), get the trader added. With factions being able to opt-out, instead of opt-in.
(The Kurin faction now also has the trader :D!)