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Yes there is a delay ... You can configure it in the mod options (as the description explains).
Thanks for the hint, maybe thats the reason for the other issues as well.
I might take a look at the new Interaction if I find the time.
That might be the case, yes. You can disable the 'message lost' event in the options, then it should work as before.
If in the meantime there is an event ongoing (I think some extreme fog or stuff) which prohobits tradeships from showing up that might explain your issue.
Other then that I'd need some logs or a guide on how to reproduce it exaclty to help out, sorry.
After further looking into it, I think its not your mod that is the issue. There is another trader calling mod I apparently have that I think is doing it. Sorry
It should already be a normal instant task toncall for trade ships.
So it seems somthing is wrong with your setup/game installation to me. Maybe try reinstalling the mod/game.
Whats a permit? I don't actively play Rimworld anymore, just occasionally keeping the mod up to date :D
Feel free to fork the mod on github to use it as base for yours or create a pull request with your idea for a change and I can review it and maybe introduce it in this mod if I like it :)
Nothing ... I had a weird issue with my dev setup for rimworld I use once once a year if a new rimworld version drops :D
Mod is updated to 1.6 and even got a new feature I apparently implemented around christmas last year and forgot to publish ... fingers crossed that one works :D
Not sure when I will get around to do that.
It just triggers the event which spawns ships in the same way the basegame does by random chance.
So it should not be the cause for the described behavior.
If you can provide me a description to reproduce your issue I'd be happy to take a look though.
I'm happy you like it!
So your issue is most probanly with the trader ships mod or something else but should not be caused by my mod.
I've confirmed the fixes in the latest version.
Thanks!
I can confirm your findings (thanks for the reproduction description) and fixed the issue (hacky 'caching' in my code) with the latest release of the mod.
Feel free to confirm the fix works for you as well.
Thanks!
With this mod and “Dubs Performance Analyzer” installed,
When I open the options window of “Dubs Performance Analyzer” -> Update -> Harmony Patches, it crashes for sure.
I reproduced it with this mod list ↓.
=========================
Harmony
Core
Call A Trader
Dubs Performance Analyzer
=========================
Feel free to try it out :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2296557502
works differently but also adjust tradeships rng
Cannot give any hint's on when I'll be trying it out though.
@The Village Guy I cannot reproduce your issue either. Everything works fine with 1.5 for me. I however updated the assembly build in the mod on steam because the previous one was build with one of the pre-releases of 1.5. Maybe that fixes it for you - but idk and idts.
And it is also possible that, if some other event triggers an effect that prohibits orbital ships from arriving while the ship travels, it will not be able to arrive at all.
Then you are out of luck and need to call them again later.
If you dont wont that roleplay part (the cost, the delay, the lockout period) you can set all of them to 0 in the options.
Regards
You need to have a working orbital traders beacon set up with enough silver in its range.
Then the grayed out payment options will work.
This is a requirement to than trade with an orbital trader anyway.