RimWorld

RimWorld

Trading Spot
102 Comments
ianstratta 17 Jul @ 3:18am 
is there a 1.6 patch
Doublecast 17 Sep, 2020 @ 9:09am 
I set trade spot at where enemy's base located...:steamhappy:
xela 15 Mar, 2020 @ 3:08pm 
Update please
念去去 千里烟波 3 Mar, 2020 @ 7:14pm 
PLZ updates plz!!!!
Vigolfur 6 Feb, 2019 @ 7:32am 
Cheers :)
Thundercraft 2 Nov, 2018 @ 4:32am 
Just an FYI: There is a version for 1.0; [KV] Trading Spot - 1.0
Speedy 10 Oct, 2018 @ 12:41pm 
a19 dont work update pls
IchBinGroot 26 Aug, 2017 @ 4:03am 
it doesnt work with A17?
bigsengineer 15 Jun, 2017 @ 9:53pm 
u wil get bad will still now in A17 but sadly hasnt been updated anyway
Awesomeexplorer 15 Jun, 2017 @ 7:50am 
that is, or just as they sit in there I deconstruct the door and replace it with a wall so they all starve.
Awesomeexplorer 15 Jun, 2017 @ 7:49am 
As soon as I saw this mod, I was thinking of putting people in an overheating and/or super freezing room to kill traders for loot without the "bad will" event, as coolers/heaters are considered "non-lethal"
Sillls 4 Jun, 2017 @ 5:25pm 
A-17? comming?
helldwarf 18 Feb, 2017 @ 4:10am 
New version is here

Don't trust me when I'm fancy? Try this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822180758
milenko353 17 Feb, 2017 @ 5:40pm 
Needs updated. It is not working with the latest version of the game.
AllWorkNoPlay 8 Feb, 2017 @ 9:35pm 
Does this work on current version and does it prevent the traders animals from eating your food?
Slaunyeh 24 Jan, 2017 @ 8:51am 
Awesome no reference is this is A15 or A16 and no link t another existing version. way to cause confusion. Sorry for the rant.
40 @Twitch.TV/Smokerlounge 7 Jan, 2017 @ 11:04am 
|IPG| theubie [author] Dec 20, 2016 @ 5:58pm
Correct. I released the A16 version seperate so that people playing A15 can still use the mod.

Stat whore.
Sargos 3 Jan, 2017 @ 10:28am 
Also there are perks of having one main mod entry such as keeping your stats over time. This mod is famous and a lot of people use it but the A16 version is on the second page of the workshop. Lots of stats accrue over time such as likes, subscribes, etc which affect your rankings. Each time you move to a new mod entry all of that resets.

So keeping one main entry is good for players and also good for you as a modder.
Sargos 3 Jan, 2017 @ 10:25am 
Please have one main version of the mod that stays up to date with the game and separate version specific mods (like A15) if people need them.

Most people let their game update and to them this mod is still broken. All of my other mods were updated and worked within a few days without me having to go to the workshop. But this one is still broken. I finally got curious to see if there was an ETA posted and I found out that you took this mod and abandoned it while starting a new mod entry. That's not a good workflow for major mods like this. Players should not need to go to the workshop unless they are looking for new mods. Please update your main mod entry for each version like the rest of the top mods do as it makes it much easier for us the players.
DFX2KX 20 Dec, 2016 @ 6:23pm 
good call there, Rimworld updates so often, and people run their colonies for so long, that I'd not be suprised if it'll be a few months before all of the folks playing a 15 game move to 16.
TheUbie  [author] 20 Dec, 2016 @ 4:58pm 
Correct. I released the A16 version seperate so that people playing A15 can still use the mod.
DFX2KX 20 Dec, 2016 @ 4:56pm 
this is the .15 one I think, there's another one for .16
Mistress 20 Dec, 2016 @ 9:09am 
Is this version compatable with .16?
Popo Bigles 16 Dec, 2016 @ 7:37am 
Every time a Trader or one of his guards go into my Stock-Room and eat my food i kill them all ;-;...
So thank you for this mod so i can stop doing Mass Homicide, killing everyone.
Draylynn 8 Dec, 2016 @ 11:23am 
This doesn't appear to be working for me, no errors in the logs, traders just aren't going to the spot and continue to sit outside the base.
Dr@g0n 7 Dec, 2016 @ 12:24pm 
thanks
helldwarf 4 Nov, 2016 @ 6:00pm 
Yep :P
AxiomUnbroken 4 Nov, 2016 @ 6:00pm 
Sets Trade Spot in front of Mech Raid... *snickers*
Nocteran 2 Nov, 2016 @ 3:52am 
Can you make it work for Visitors too?
helldwarf 24 Oct, 2016 @ 7:06am 
More free food, if you put them where your turrets are...
Zubat Man 24 Oct, 2016 @ 7:01am 
No more free food for my caniba...I mean... Yay they don't get shot now!

Isin't that just...great...
💭Naplingbat 24 Oct, 2016 @ 2:56am 
This is wonderful. this literally killed my first playthrough. I had made my base out of wood like a noob, and suddenly there was a pack of man hunter boomalopes. I restricted everyone indoors, but of course the damn traders just loitered all around my walls and started fighting them. Everything burned.
TheUbie  [author] 8 Oct, 2016 @ 8:32pm 
Not disagreeing with you. The Inheritance of the "Party Spot" base building is just as useless. This was built from that. It shouldn't need to inherit either.
Dingo 8 Oct, 2016 @ 8:27pm 
That's true, but if you don't change almost anything from the base you might as well not have it rely on inheritance at all. This makes troubleshooting really hard when users report it on the forums and mods like this are missing bases...
TheUbie  [author] 8 Oct, 2016 @ 8:20pm 
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category> - Category is changed elsewhere.
<thingClass>Building</thingClass> - thingClass is over ridden in my def
<soundImpactDefault>BulletImpactMetal</soundImpactDefault> - Not targetable nor destroyable already.
<selectable>true</selectable> - Over ridden elsewhere
<drawerType>MapMeshAndRealTime</drawerType> - No clue what this would change, might be the only reason to do this.
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded> - Overridden elsewhere.
<repairEffect>Repair</repairEffect> - Not damagable.
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled> - Same
<filthLeaving>BuildingRubble</filthLeaving> - Same.
</ThingDef>

No real rush to fix this, except the drawerType, and even that I don't think is an issue. I'll add it in a future update, but it's not as pressing as you make it sound.
Dingo 8 Oct, 2016 @ 7:53pm 
You're missing the BuildingBase abstract base for this mod. It can cause issues for some users, you should update it asap and add the abstract (or use a complete def).
AmberGlowBug 6 Oct, 2016 @ 8:46pm 
This is the best. Mod. Ever.

However, I'm just using caravans for defense now. Just set them in front of my door and boom, I'm fine.
TheUbie  [author] 26 Sep, 2016 @ 11:43pm 
Yeah, that one's not mine. :) But yeah, I'm trying to find a way to safely remove those orphaned LordJobs. Hopefully I'll come up with something soon-ish.™
Kave Johnson 26 Sep, 2016 @ 7:48pm 
Now the errors in the log are different. The issue with Trading Spot seems fixed, but now I need to report to another mod author...

New log: http://pastebin.com/wwda4Tga
TheUbie  [author] 26 Sep, 2016 @ 6:06pm 
Your save file has the orphaned lordjob bug that this version was supposed to address. Unfortunately, some how debug code was still in this release (completely my bad). 1.0.5 will be pushed out in a few minutes. Please test it and tell me if it will let you actually load the game once it is out and you have it.
Kave Johnson 26 Sep, 2016 @ 5:25pm 
I have been playing RimWorld all day, and logged off to let another mod update, but now I can't access my save file I made just before logging off and I think Trading Spot is the cause as it also updated today and I opened up the dev mode debug log and found four (of five) errors referencing Trading Spot.

Error screenshots:

1. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678674
2. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678690
3. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678704
4a. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678727
4b. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678735
5. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770678744

I hope these help. I am new to reporting mod issues for RimWorld.
o2Mike 23 Sep, 2016 @ 5:58am 
Still having a problem with that previous bug, other than that great mod
helldwarf 22 Sep, 2016 @ 10:21am 
ouch...
tyriael_soban 22 Sep, 2016 @ 8:53am 
Yeah, i learned that one today ... trade caravan decided they were going to relocate to my fields where their camels summerily devoured my entire crop of healroot ...
TheUbie  [author] 17 Sep, 2016 @ 10:02am 
That bug should be fixed with the new update.
TheUbie  [author] 17 Sep, 2016 @ 9:02am 
NightmareDragon: Thanks for reporting that. I was able to reproduce that problem. I'll get that fixed as soon as I can.
Nightmare_Dragon ♑ 17 Sep, 2016 @ 3:20am 
sorry, my English is poor. but I want try talk you the bug. ( thanks for Google

"You can not move your trading spot when active traders are on the map." when londing the saved that is active traders on the map. the trading spot will disappear, and talk me "You can not move your trading spot when active traders are on the map." and can't build new spot. but the map have not any spot...
🥇 Xaxoon 🥇 16 Sep, 2016 @ 4:17am 
I love your mod, TY dude!
TheUbie  [author] 15 Sep, 2016 @ 7:13pm 
Bueno! I replied to you there. That should get your fixed up!