RimWorld

RimWorld

Zoological Trader Caravans
64 Comments
gunns22 12 Jul @ 6:47pm 
@sjaak31367

Do we have plans for a 1.6 update? Even if it'll take extra time to account for Odyssey content?
Evono 5 Jul @ 5:21pm 
is 1.6 planned please?
Satan-Sama 15 Feb @ 8:19pm 
@Sjaak31367 Oh thank god, it isn't just me. I was just about to ask. I keep getting them and I was wondering!
sirduck 22 Sep, 2024 @ 2:01pm 
this mod will work with [GMT] Trading Spot and Dynamic Trade Interface and Traders Have Money 1.5 and Trader ships?
Harry_Robinson1 11 Sep, 2024 @ 12:17pm 
These seem very very common to me, even now. It's not quite 4/5 like before but it's probably about half of all traders, maybe a little more.
Harduk 13 Jul, 2024 @ 1:43am 
Anyone else notice that on a new game, In the first year I would get zoological trader every few days. Second year they become rare as hell.
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)
Deadmano 13 Apr, 2024 @ 12:54pm 
@sjaak31367: Thank you for being willing to test, you're amazing! :love: Was this just with your mod, or did you include the others as well? Not sure if there is a weighting option, but decreasing the frequency they appear could be helpful. As much as I love animals, I do also love being able to sell my stuff! :lunar2019crylaughingpig:
sjaak31367  [author] 13 Apr, 2024 @ 11:36am 
@Deadmano, I can confirm they are showing up much more frequently than they are supposed to, I'll try to find a patch!
Deadmano 12 Apr, 2024 @ 12:50pm 
@sjaak31367: Thank you so much! I do run quite a few other mods, so it may very well be that there is a conflict among them. TraderGen and Trading Options are two trader-specific ones I have, if you'd care to test alongside those?
sjaak31367  [author] 12 Apr, 2024 @ 10:07am 
@Deadmano, Thank you for the report, I am currently investigating it!
Deadmano 11 Apr, 2024 @ 5:25pm 
Is it purely coincidental or is there something that may be causing me to see these traders far more frequently than any other trader? I want to say 4/5 traders I get are Zoological ones! :lunar2019crylaughingpig: It could just be my neighbours really love their animals!
HAZRAD 4 May, 2023 @ 4:06am 
I have Traders ships mod and a Zoological Trader ship from that mod visited my colony, so it have compatability with that mod which is cool!
Doomchibi 21 Apr, 2023 @ 1:18am 
The hatching tamed thing could possibly be somewhat more realistic if being in the home zone slowly increased the likelihood of self-taming or increased the probability of a tame chance? As in something hanging around the colony for a long time would be more likely to join or would be easier to tame, probably affected by it's wildness %? I think baby animals are supposed to be easier to tame in general if i'm remembering correctly. If it just so happened to be a recently abducted raven egg that hatched into a wild raven chick which just so happens to be trapped in my barn, theeeennn.... Maybe it will love me faster?
Doomchibi 21 Apr, 2023 @ 12:57am 
An idea I just had- I'm sure it would be too much to actually make it a thing in rimworld, but it would be awesome if similar animals being around eachother increased the chance of being self-tamed or affected the decay of the "Tameness", which is something that can happen in real life. A wild animal being around tamed animals of the same or similar species is more likely to "join" them, or learn from them that the humans aren't a threat. Or the opposite happens, where for example if you have one tamed horse and a herd of wild horses outside, your horse's tameness decay would increase because the wild horses are influencing the one "different" horse. In either case the majority of the individuals in an area are sort of swaying the balance and being examples for the others. Eat the red berries, if you've heard of that.
Doomchibi 21 Apr, 2023 @ 12:48am 
That's something I thought of as well, that if the eggs purchased from a trader hatched untamed as well then I wouldn't even be asking the question, but since the game decided that player purchase made the egg somehow know it wasn't wild, it introduces the whole idea. It would feel realistic to me if something with 0% wildness like a chicken or duck was just automatically tame from hatching, but not something like an ostrich or pheasant. I might just have to pretend the trader sold eggs are "special eggs" that are bioengineered to hatch tamed or something, haha.
sjaak31367  [author] 20 Apr, 2023 @ 4:07am 
@Doomchibi, hoo darn, that's a good question. The mods I've made for RimWorld are mainly just data-changes, little actual code, so I haven't delved too deep into RimWorld's inner workings.
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]
sjaak31367  [author] 20 Apr, 2023 @ 4:07am 
[2/2]

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.
Doomchibi 20 Apr, 2023 @ 1:34am 
Thank you for the update! I have what may be a strange question. I don't know if other normal caravan traders sell fertilized eggs but at lease from yours I know I have seen them often. When purchased, the animal hatches tamed. If a mod like wild animal reproduction or some things float (items floating down the river) spawns a fertilized egg, even with hauling it to a stockpile and hatching it in the home zone it hatches wild. I know the "game knows" it's not from a tamed animal, but would you happen to know some way that eggs from those situations would also hatch tamed? Thank you!
Doomchibi 23 Oct, 2022 @ 1:29pm 
Awesome, looking forward to it as I'm sure others are :)
sjaak31367  [author] 23 Oct, 2022 @ 12:13pm 
@Doomchibi, Unfortunately I'm currently quite busy with IRL stuff, but when I have spare free time, I will get on it! (And thank you for the ping.)
Doomchibi 22 Oct, 2022 @ 9:42am 
Will this get an update for 1.4, assuming it needs one?
sjaak31367  [author] 7 Aug, 2021 @ 7:16am 
Update!

1.3:
+ Added Vanilla Animals Expanded — Ice Sheet interaction (if it is installed). (Now also trades Walrus Tusks.)
sjaak31367  [author] 7 Aug, 2021 @ 6:38am 
@Omega13, They should , yes

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.
Omega13 7 Aug, 2021 @ 4:50am 
Interesting. I am using the trade caravan spot mod - so if I move the spot closer to my herd and wait for the caravan to get there, they should purchase whatever?
sjaak31367  [author] 7 Aug, 2021 @ 4:13am 
@Omega13,
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
sjaak31367  [author] 2 Aug, 2021 @ 9:17am 
@Omega13, Yes! That is correct, it only handles vanilla items (non-vanilla animals do work though)

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.
Omega13 30 Jul, 2021 @ 3:19am 
Does not appear to purchase vanilla expanded - tundra musk oxen.
sjaak31367  [author] 20 Jul, 2021 @ 11:26am 
Update!

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 20 Jul, 2021 @ 6:50am 
sjaak31367  [author] 19 Jul, 2021 @ 3:44pm 
Would you like to be credited by name ("虛無_鬼王"), or linked (" 虛無_鬼王 ")?
sjaak31367  [author] 16 Jul, 2021 @ 12:36pm 
Hello!
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).
虛無_鬼王 14 Jul, 2021 @ 9:40am 
Hello, i make a chinese translation.

May I have your permission to forward/upload the translation file of this mod to the workshop?
sjaak31367  [author] 14 May, 2021 @ 11:02am 
@TurtleShroom, Oh that's a pretty serious bug! Could you please put your mods into a Steam Mod Collection so I can try to replicate it on my end, and try to fix it?
Have you got any mods installed that add/remove/modify factions, story tellers, and/or trading mechanics?
TurtleShroom 14 May, 2021 @ 9:54am 
With this Mod running, all Caravans instantly stopped. Removing this Mod fixed my problem.
Tokido Saya 1 Mar, 2021 @ 3:46am 
I see,thats really very new to me.
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.
sjaak31367  [author] 1 Mar, 2021 @ 3:34am 
@Tokido Saya
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.
Tokido Saya 27 Feb, 2021 @ 3:24pm 
thanks for the answer!
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.
sjaak31367  [author] 27 Feb, 2021 @ 9:45am 
@Tokido Saya
.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 ...
sjaak31367  [author] 27 Feb, 2021 @ 9:45am 
... part 2/2
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.
Tokido Saya 24 Feb, 2021 @ 2:13pm 
hello,i just check the file for reference and i notice the .git file,
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?
sjaak31367  [author] 3 Sep, 2020 @ 4:17am 
@CatBerry, HMMM, that absolutely does not sound like a thing that should be happening...
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.
Bubbleberry 2 Sep, 2020 @ 11:28am 
Uhm... not sure if it is your mods fault but the Zoo Caravans never seem to have any money with them :/
sjaak31367  [author] 18 Aug, 2020 @ 1:07pm 
@lobosan, If you are (still) willing and able, I would be beyond honoured to accept that gracious gift!

@test, 1.2 update has been pushed, thank you for notifying me!
lobosan 12 Aug, 2020 @ 8:45pm 
@sjaak31367 may I gift you the DLC?
test 12 Aug, 2020 @ 11:31am 
12
sjaak31367  [author] 4 Jul, 2020 @ 9:19am 
@Tokido Saya, I do agree. And looking at "Let's Trade"'s files I can indeed see it doesn't.
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 :)
Tokido Saya 3 Jul, 2020 @ 12:39pm 
The vanilla trader really need a expansion,let's trade did it but it don't support faction mod,thank you for updating it.:winter2019happyyul:
sjaak31367  [author] 3 Jul, 2020 @ 11:07am 
Update: Now automatically adds Zoological Trader Caravans to all factions that can trade! Including those added by mods!

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!
sjaak31367  [author] 3 Jul, 2020 @ 11:06am 
@Think3r, No problem, thanks for putting me on the path to figuring it out!

@Tatzenmonster, Many thanks! And I can't help but say the very same of you! :lunar2020confidentrooster:

@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!)