RimWorld

RimWorld

Auto Seller [B18]
168 Comments
Supes  [author] 19 Nov, 2019 @ 6:30am 
Birds Aren't Real 18 Nov, 2019 @ 9:12pm 
This is a super cool mod, thanks! Are you still working on it?
Ancalagon 27 Jun, 2019 @ 6:56am 
Here's the link to the 1.0 version from the same author: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1440321094
Evanito 2 Sep, 2018 @ 12:27pm 
Thank you, now it's easier to find :D:
Evanito 29 Aug, 2018 @ 5:24pm 
Can you put a link of the B19 version on this page please :)
Supes  [author] 28 Aug, 2018 @ 4:42am 
there's a file called AutoSellExport.xml that you can delete in
AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

The Nyaarium Archives 27 Aug, 2018 @ 9:02pm 
*exported rules
The Nyaarium Archives 27 Aug, 2018 @ 9:01pm 
how do i manage exported riles? I can't figure out how to delete them.
Truthowl 17 Aug, 2018 @ 8:04pm 
Thank you very much. Although I can't do so. I loaded a previous save, both times it happened, and played on. Now I dont think any of my manual or auto saves contain the bug. If it occurs again I'll make a copy of it and name it appropriately so i can send it off. lol I made a copy of the first non-bugged save I found and named it 'no error'.....

Again, thank you very much for trying to help, and being willing to go above and beyond to help me as well. It is very much appreciated.
Supes  [author] 17 Aug, 2018 @ 7:44pm 
if you send your save to me (a dropbox link is fine) I'll have a closer look
Truthowl 17 Aug, 2018 @ 6:49pm 
@Supes, okay thank you. I dont suppose you could tell me why the error occurs? I mean if it's something like 'dont make a rule for A with low health', or something, I could just avoid making such a rule.
ahhh heck... I guess if it was something that simple it'd be a simple fix for you. Well thank you for the mod anyway. I'm sure the next version will be just as fun/useful as this one has been.
Supes  [author] 17 Aug, 2018 @ 4:36pm 
only the version for B19/1.0, and it is a very different mod than this, so it's not really backwards compatible (it doesn't even have colouring anymore).
Truthowl 17 Aug, 2018 @ 4:09pm 
Is there another version for .18?
Supes  [author] 17 Aug, 2018 @ 11:30am 
This version of AutoSeller is old and can no longer be updated
Truthowl 17 Aug, 2018 @ 8:16am 
I'm getting an error when I try to load some saves.

https://pastebin.com/rdtiVQPj
Truthowl 16 Aug, 2018 @ 10:33am 
Could you add a small button or tag or something above the extra options button that when we hover over it it will explain about the colors in color coding rules?
Supes  [author] 13 Jul, 2018 @ 10:45pm 
AutoSeller2 for unstable 1.0 on the link below

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/1440321094

please note that the interface for AutoSeller2 is very different than this version.
Raigasm 20 Jun, 2018 @ 5:21am 
Ah, so when you wrote "building rules only affect uninstalled items" you meant 'installable' :) great thanks!!
Supes  [author] 19 Jun, 2018 @ 12:17pm 
the mod will sell uninstalled statues, but you need to create the rule as a building rule rather than a thing rule.
Raigasm 19 Jun, 2018 @ 11:57am 
Thanks for the quick reply... the mod won't sell uninstalled statues then? Because that's my main money-making method in this game
Supes  [author] 19 Jun, 2018 @ 10:42am 
statues are a building type, so you need to create a building rule. building rules only affect uninstalled items
Raigasm 19 Jun, 2018 @ 7:32am 
Hi, thank you for this mod, it is the most important mod in rimworld imo, as trading is so important mid-late game.

Whenever I put up a rule to sell my art, it never gets sold? I'm using the regular rules (not the building rules). Do the building rules affect uninstalled items? Or only installed items.
Litcube 21 Apr, 2018 @ 5:30pm 
Do you patch IncidentWorker_OrbitalTraderArrival.TryExecuteWorker?
Supes  [author] 18 Apr, 2018 @ 11:51am 
@Litcube for livestock, autoseller checks if a rule is true, and the exceptions are false, then sells the livestock/pawn. unfortunatly it cant be used for recruiting

@Fishus afew things can prevent a sale, if the item is worth lower than 1 silver, or if materials are selected on the rule but the item doesn't have materials it can be made from (certian helmets are an example of this).
Fishus 18 Apr, 2018 @ 6:06am 
So a trade ship came by, my guys sold about 20 items from my stocks. But thats it. They wont auto sell any more and the supplier has tons of cash left. I do have rules set up to basically sell any weapon/armor under GOOD quality.
Any reason they only sell a few and leave?
Litcube 6 Apr, 2018 @ 7:46am 
Could one of the livestock/colonist exceptions be "actively recruiting"?
Litcube 30 Mar, 2018 @ 5:39am 
It works and it's f*** glorious.
Litcube 27 Mar, 2018 @ 6:50am 
Can't wait to try it out!
Supes  [author] 26 Mar, 2018 @ 7:52pm 
I cant upload a new version of the mod yet, but Autoseller has built in support for pawn rule types outside of the main mod, so I made a temporary 'Extension Rule' so you don't have to wait.

unzip this in your games Mods folder and place it in the load order after Autoseller.
https://www.dropbox.com/s/c3ofq100wxg62yd/ASHealthRule.zip?dl=0

Litcube 24 Mar, 2018 @ 6:38am 
Hi! This thing is awesome. Two suggestions you're welcome to ignore ;):

1) Micromanaging selling of prisoners only when they're at full health is tedious. Can autoseller automatically sell prisoners ONLY when at full health?

2) I have a sell list of about 50 items. Ordering them with the click buttons is very tedious. There is a few mods out there with "drag" support, dragging to reorder the items instead of clicking the buttons. Better workbench management is one example.
Malminas 20 Mar, 2018 @ 2:26pm 
Awesome! Thanks! :D
Supes  [author] 19 Mar, 2018 @ 6:39pm 
sorry I misread. Yes that can be added
Malminas 16 Mar, 2018 @ 11:14pm 
No, I want to sell any leather I have if I ahve less than X of it
Supes  [author] 16 Mar, 2018 @ 12:12pm 
Reorder Point is what you're looking for. when stock is below this value, it will trigger the buy rule.
Malminas 14 Mar, 2018 @ 5:46pm 
Any way you can add a "sell if under: (amount)" option?
Supes  [author] 2 Mar, 2018 @ 12:55pm 
you can tell Autosell is active because it has icons next to all items in the trade window.

if no icons, Report Log don't work with orbital traders, those require a proper Trade Printer.

the item quantities will be set already, you just have to click accept.
popnfrresh 2 Mar, 2018 @ 12:22pm 
How do i get it to sell if there is no button.
Supes  [author] 2 Mar, 2018 @ 11:43am 
popnfresh the button on the trade screen was removed (early on it was requested to auto apply the rules this has eveolved from an option, to completely removing the button), and it applies rules when the trade screen appears.

Uuuggg, try selecting no materials instead. Colouring code was written before advanced rules were a thing, it's a low priority at this time (any change now would not be valid later). There is a check so you don't lose items due to lack of traders money (or colony money depending). you can avoid overpaying by setting unit value max.
Uuugggg 1 Mar, 2018 @ 11:47pm 
I also find that there is a check so it doesn't oversell - if the buyer doesn't have the cash - but I want it to. I don't want it to skip items that I would like to sell, and then I'm overpaying when I buy something.

And do you have source available? I can look at it and change things myself.
popnfrresh 1 Mar, 2018 @ 10:50pm 
I setup a couple rules, and when a trader comes, there is no button on the button like in the screen shots to have it trade.
Uuugggg 18 Feb, 2018 @ 4:00am 
"Red means the rule has no impact on trading and is overridden by another rule" I don't think this considers everything - I've two rules, Any Headgear Poor or Below, and Any Headgear, but Advanced Excludes armor + cowboy hays (sell all tuques, etc.) The Poor rule is red (but is yellow when below so that's confusing) but sell poor armor, which the other rule doesn't ( Right? )

Secondly, the auto-naming of rules says "multiple materials" instead of "any" when all are checked.
Litcube 15 Feb, 2018 @ 8:41am 
Sweet Jesus, fix confirmed!
Supes  [author] 14 Feb, 2018 @ 4:50pm 
Thanks for the bug report, it should save pawn rules now.
Litcube 14 Feb, 2018 @ 5:59am 
I ran some tests. With no other mods installed, I started a fresh colony. Built a printer. Added a simple livestock 'colonists, traits, kind' rule. Saved. Loaded. The rule is gone.
Litcube 13 Feb, 2018 @ 1:42pm 
Is there a reason why my livestock rules might be disappearing after a save/reload?
Supes  [author] 6 Feb, 2018 @ 8:54pm 
Unfortunatley it can't atm.

At some point I'll get back to working on this mod though.
Litcube 6 Feb, 2018 @ 1:31pm 
Is it possible to set buy rules for slaves?
Tarkhax 24 Dec, 2017 @ 3:07am 
Heureka! Exactly what I need. Cheers Supes! :Gifting:
Supes  [author] 23 Dec, 2017 @ 9:02am 
it's trade only dead mans apparel