RimWorld

RimWorld

Orbital Artifact Trader
31 Comments
Apathetic Slug  [author] 3 Jan, 2023 @ 8:20pm 
@Kad I may update it in the future, though I haven't been playing much RimWorld lately. If anyone wants to update it for Biotech then they are free to do so.
Tardo The Ass-Monkey 3 Jan, 2023 @ 3:54pm 
What would be the chances of either this being updated to have Biotech stuff, or a new mod that is similar to this for Biotech stuff?
SunRod 8 Apr, 2022 @ 2:07pm 
ohh ok. Sorry about that.
Apathetic Slug  [author] 8 Apr, 2022 @ 11:25am 
@SunRod are you running any other mods? The items still show up for me, you may also be getting it confused with my other mod which adds a bionics trader which I do not believe carries neurotrainers or psylink neuroformers.
SunRod 8 Apr, 2022 @ 7:27am 
the neurotrainers and psylink neuroformer
Apathetic Slug  [author] 8 Apr, 2022 @ 6:22am 
@SunRod Which items have disappeared?
SunRod 7 Apr, 2022 @ 10:01pm 
at least they no longer show up
SunRod 7 Apr, 2022 @ 10:01pm 
The new update removed some items from the trader
Apathetic Slug  [author] 3 Nov, 2021 @ 4:48pm 
There is a non-royalty version at the top of the description.
STING 3 Nov, 2021 @ 8:40am 
update mod pls without royality pls
Apathetic Slug  [author] 21 Oct, 2021 @ 7:24pm 
@Kad I haven't tested it, but it should work. Tell me how it goes if you try it out.
Tardo The Ass-Monkey 21 Oct, 2021 @ 6:23pm 
Would it be possible for this to be 1.2 compatible? My game refuses to run 1.3, even with no mods and a fresh install.
Apathetic Slug  [author] 19 Oct, 2021 @ 11:23am 
No problem.
MAXIMUS, Lucius Valerius 19 Oct, 2021 @ 10:28am 
thanks!
Apathetic Slug  [author] 19 Oct, 2021 @ 1:23am 
Apathetic Slug  [author] 19 Oct, 2021 @ 12:58am 
@L7Z1337 depends on the mod. It would not be difficult to make a compatibility patch if it does not work.
Kriegzerker 18 Oct, 2021 @ 5:40pm 
Would this mod be compatible with mods that add more orbital traders/psylinks/artifacts? And would those new psylinks and artifacts have a chance to appear on the buy list?
Apathetic Slug  [author] 18 Oct, 2021 @ 11:33am 
@Pyrogonist I see, I will get around to making a non-DLC version when I find the time.
MAXIMUS, Lucius Valerius 16 Oct, 2021 @ 8:41am 
Arrived without anything.
Thrown error: Exception while generating thing set: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StockGeneratorUtility+<TryMakeForStock>d__0.MoveNext () [0x00022] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.StockGenerator_SingleDef+<GenerateThings>d__1.MoveNext () [0x0007b] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.ThingSetMaker_TraderStock.Generate (RimWorld.ThingSetMakerParams parms, System.Collections.Generic.List`1[T] outThings) [0x000e4] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.ThingSetMaker.Generate (RimWorld.ThingSetMakerParams parms) [0x00019] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
RimWorld.ThingSetMaker:Generate (RimWorld.ThingSetMakerParams)
RimWorld.TradeShip:GenerateThings ()
MAXIMUS, Lucius Valerius 16 Oct, 2021 @ 7:39am 
Can I force spawn it? Is there such option in dev mode?
MAXIMUS, Lucius Valerius 11 Oct, 2021 @ 12:01pm 
To be honest, when I saw the error I just deactivated for now. I just recently subscribed to many modes and trying to make head or tails of them. I'll let you know in the coming days.
Apathetic Slug  [author] 11 Oct, 2021 @ 8:56am 
That is because of a lack of the Royalty DLC. Does the mod still work despite the error? I never thought to test it without Royalty or Ideology.
MAXIMUS, Lucius Valerius 10 Oct, 2021 @ 2:22pm 
I'm not using Royalty or Ideology if it matters
MAXIMUS, Lucius Valerius 10 Oct, 2021 @ 3:11am 
Even with basic setup I'm getting in main menu error: `Could not resolve cross-reference: No Verse.ThingDef named PsychicAmplifier found to give to RimWorld.StockGenerator_SingleDef RimWorld.StockGenerator_SingleDef`
Apathetic Slug  [author] 22 Aug, 2021 @ 7:58pm 
What other mods are you running? This mod is a simple XML file and I have tested it with many other mods. Only way I could imagine that something would cause a problem is if it specifically messes with anything that the trader carries, especially any new artifacts/psytrainers/neurotrainers.
groovybluedog 22 Aug, 2021 @ 4:44pm 
I'm not sure what the incompatibility is but when I use the Call Trade Ships mod to call this (which works on your other trader mod fine), I get the following error. The trader comes up on the console but the trader sells NOTHING and no artifacts appear, only my own items that the trader isn't willing to buy

https://justpaste.it/8v0py
Oniwabanshu 29 Jul, 2021 @ 5:23pm 
It is a nice to have mod even without my suggestions, nice job :)
Apathetic Slug  [author] 29 Jul, 2021 @ 1:45pm 
Also, my original plan was to make them have less psytrainers/skilltrainers, however, that apparently requires some C# coding. To expand on my previous statement, I would not mind if someone expands on what I have done, in fact, I would appreciate it.
Apathetic Slug  [author] 29 Jul, 2021 @ 1:43pm 
Yeah, I mainly made this mod because it was fun for my current colony, and I didn't really have balance in mind. Unfortunately due to things I have to do irl I will not be able to do any modding for 8 days. I can attempt to implement your suggestions when I get back. As for the rarity of it spawning, I do not exactly know how I would implement that, as it might require C# and as of now my abilities are limited to XML. However, I would not mind if someone expanded on what I have done and turned it into their own mod.
Oniwabanshu 29 Jul, 2021 @ 8:40am 
Add a price multiplier to this vendor (a really high one), increase the rarity of it spawning, and reduce the amount of items it can bring each time... if you want to make it somewhat balanced.