(http://i.imgur.com/BvgFEkz.png)
Description:This Rimworld mod adds the ability to Auto Sell items from the trade window using a set of editable rules. These rules can be created and edited via the Autosell Tab.
So, You've been hoarding a ton of weapons and apparel you've been hoping to sell, or you're frequently harvesting and selling something, but you're getting sick of adjusting sliders for all your hundreds of items. This is mod will make your life easier. After you setup your rules for selling on the overview tab, selling will be only one button press away.
You can create rules for damage equipment, sell only of a certain quality, or even items made from a certain material. Do you have a surplus of stock but don't want to sell everything, you can do that aswell.
Additional InfoWatch Videos (https://www.youtube.com/watch?v=GcqeTngSs9s&list=PLYf43c9NOlADXaFYHGTwAlGZpRj5eaQeK)
If you plan to use AutoSeller with caravans, you'll need to build a Trade Reports Printer and create a shopping list, and be sure to take the Shopping List with you. A Shopping List will connect your caravan with the original colony the list was created on (as long as that colony still has a trade printer) use when sending your caravan to trade with other faction bases.
If AI Selling is enabled it will, by default give a job to the best negotiator avaibable, some social skill is also gained during the job.
Buying Rules can be set buy creating a rule as normal, and setting the Reorder Point and Restock Levels. when your stock goes below the Reorder Point, you will buy stock up to the Restock Level. By setting Sell Point and Reorder Points, you can avoid getting too low levels of stock or storing too much of an item.
Specific AutoSeller 2 features
Users of the old AutoSeller might scream AHHH! at the new rule creating interface, however the new modular design allows for more complex rule creation while still allowing you to create a rule in under 20 seconds if you want (yes I've tried it).
Another advantage of the new modular design is that there aren't different Rule Types for trading different things (gone are the days of Items/Livestock/Building rules).
You get to choose which filters to add, if you want to sell all of something regardless of health, you don't have to use the health filter.
AutoSeller is an Extendable Framework, and can use Filters outside of the main mod, aswell as extensions to create rules that can be used outside of Trading.
Creating a rule in AutoSeller 2Rules now consist of Groups and Filters. Rule options/settings are at the top of the interface, be sure to set the Rule Description, since unlike AutoSeller 1, Rules are not named for you (this is because rules can become very complex)
Groups don't do anything by themselves but they can hold Filters and other Groups. You can completely ignore using Groups if you want and only use the Root Group to store your Filters.
The right side of the screen contains Properties Tabs for viewing the properties of Groups or Filters
With a Group selected, and from the Group Properties tab on the right side of the interface, double click on Add Filter, this will bring up available filters, click on your chosen filter to add it. Each Filter has different Properties you can manipulate, once added you can double click on it to access these properties.
Click accept to save your rule.
Tips
You can test your rule to see what items match it on the Test tab during rule creation, please note that this matches against what is in your colony (note that quantiy is delibrately not shown since this can vary greatly when trading) so if your colony doesn't have an item matching, it wont show.
The most used filter is the Category Filter and I suggest using this filter for your first rule. For the Category Filter, browse through the categories and select which item types or categories to add from the list right of the category list (you can hold shift and ctrl to manipulate this list). Added items/categories will be shown on the list below, to remove items from this list, browse back to it to it from categories and deselect.
You can change how a group processes filters by toggling whether a group uses an OR or an AND operator using right click. These are displayed on the group as a Venn diagram, which is two overlapping circles, OR has both cirles filled where AND has only the intersection between cirles filled. The default group behavoir is AND.
When creating complex rules with multiple branches of Groups, it is highly recommended to name your group (top right of the interface)
You can invert the results of a group by right clicking and selecting Negate, this can be used for creating exceptions which I will get into later as it is an advanced topic.
If you want do prevent a rule from firing but not delete it, you can click the S next to the Rule on the AutoSeller Overview. while on the topic of deactivating rules, you can deactivate part of a rule by editing the rule and right clicking the Group you wish to deactivate.
There are multiple ways to Manipulate Groups, you can cut and paste a Group onto another Group, or you can simply drag the Group over to where you want.
Did you know that you can copy/paste a group from one rule to different rule, you can even do this with different extension Rules.
ThanksProxyer for Japanese translation
kaptain_kavern for v1 original French translation
Marnador for Rimworld Font (https://ludeon.com/forums/index.php?topic=11022.0)
Lauri7x3 for v1 German translation
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
Nexus Download (http://www.nexusmods.com/rimworld/mods/106/?)
Github (https://github.com/SupesSolutions/RWAutoSeller)
Change List
2.0.4.2
Serum Filter
Sorting System
Clone Button
Minor UI Fixes
2.0.4.1
Import Improvements
+Spaceship Mod Compatiblity Fix
+Current Choice
Alternate Shopping List Behaviour Option
Carrying Capacity Filter
Apparel Filter Fix
Trade UI Icon Fix
2.0.4.0
Merge Controller
Time Until Rot Filter
2.0.3.6
ability to include equipped weapons and apparel
ability to include inventory items
slight improvement to Colour Widget
extra option on low stack filter
2.0.3.5
Some UI fixes
Listbox (and its variations) updated
Filter tweaks
2.0.3.4
Chain Rules
Fix to Apparel Filter
Translation Updates
Update to Low Stack Filter
Undo System
Wiki System
Colour Theme Choice
Fix for Chains interfering with Include Unavailable Setting
2.0.2.0
Support for RimPrime
Quick Create
2.0.1.9
Added some tooltips
Changed some of the Separate Defs code
2.0.1.8
Fixed Drag Reordering
Fixed Filter Select Cancel
2.0.1.7
Added Animal Filter
Added Statistic Filter
2.0.1.6
Added Pawn Skill Filter
Multiple Negotiators
2.0.1.0
Added Importer
Included Repetition setting
2.0.0.2
Updated for RW Build 1974
2.0.0.1
Japanese Translation by Proxyer
2.0.0.0
initial 2.0.0.0 version(around 80% or more of the code is new compared to 1.1.2.5b)
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
AutoSeller by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
(https://www.paypalobjects.com/en_US/GB/i/btn/btn_donateCC_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=NBBFM9MB9E6D4)
AutoNotify ExtensionAdds the ability to set notifications for stock levels using editable rules.
Requires AutoSeller 2.0.1.7 or higher to work. For detailed instructions, see the first two videos of autoseller.
Load after Autoseller
This is an example extension mod, as such it wont be expanded upon much more than it already is, but it can still be useful, such as notifying how many items you have if you are making items for a caravan request quest, or if you simply wish to be notified when you get too low of something.
safe to install on an existing save, also safe to remove without adverse affects.
The example git is available here: https://github.com/SupesSolutions/RWAutoNotify
holy crap! gimmmee!
OMFG I want your babies!
*edited* User error not the mods! I am back to wantng your babies!.
Add this to the "should be stock" list. I've been waiting for someone to make this mod.
This looks awesome!
Quote from: Mrshilka on July 14, 2015, 05:49:04 PM
When I go to create a rule the box just comes up blank.
Are you using Alpha 11 (build 834) or Alpha 11b (build 857)? There was a change with the Float range widget during those 2 game versions that might be causing the rule box to go blank. let me know if updating the game doesn't fix it.
Nice. Thx. Gonna try that ASAP.
Love it!
Here's a french translation (initially wanted to PM you so you can add in your archive, but i can't find how to add attachments)
[attachment deleted due to age]
Quote from: kaptain_kavern on July 14, 2015, 07:14:26 PM
Nice. Thx. Gonna try that ASAP.
Love it!
Here's a french translation (initially wanted to PM you so you can add in your archive, but i can't find how to add attachments)
thanks for the translation, I've now added it to the mod.
Bravo!
Adding this to the base game is the no-brainer of the year.
Does this setting count as 'except for dat item' ?
(http://i60.tinypic.com/33e0hv4.png)
or perhaps you'll include exception in next update
**Edit** This Setting actually make an exception for items
This Mod help me a lot as a legal businessman .. huehuehuehue
Quote from: Keyzoth on July 17, 2015, 01:48:19 AM
Does this setting count as 'except for dat item' ?
(http://i60.tinypic.com/33e0hv4.png)
or perhaps you'll include exception in next update
**Edit** This Setting actually make an exception for items
This Mod help me a lot as a legal businessman .. huehuehuehue
it would probably depend on the order the rules were created in (especially true for minimum stock levels), the last rule overriding the previous rules, I'll look at adding exceptions in a future build
Wow, that's an amazing idea I never even thought of doing something like this.
Looks like a really nice implementation of it too.
Another step:
Auto sell a armor vest from any material with bad and below (like shoddy) and have less than 50% durability
Hope this makes sense
Quote from: Tynan on July 18, 2015, 01:37:13 AM
Wow, that's an amazing idea I never even thought of doing something like this.
Looks like a really nice implementation of it too.
You could always implement this into the game. :P With a side of being able to call any negotiator over to the console when a ship arrives to "auto sell". The next available negotiator marked person is called over to the console, working on job "Selling goods" and instead of disrupting your game with a screen, all the goods marked for trade are auto sold. If you want to see the trade screen, just call him up yourself with whoever you want.
I've updated my first post to include the source code should you wish to implement it into the main game. Or even just to have a look at the mods innards without ILSpy.
also added a confirm button on the rule config dialog and rule label with above/below descriptions.
I had thought about adding a job to make colonists automatically sell things (using social and health), maybe even a new 'Bargaining' work type. It's something for me to research more into.
I would love it to be autop sell but if possible could is be separate from the negotiation box? especially when you spend tens of thousands of silver installing advanced biotics in one person as your primary sales person.
Maybe I'm just blind, but how do I download this?
Quote from: gofastskatkat on July 19, 2015, 07:07:38 PM
Maybe I'm just blind, but how do I download this?
Log in, on the bottom of the main post :D
The fact that the "Auto Sell" button actually sells the items and closes the trade window makes the mod unusable for me. The button should only set the filtered items to be sold, not act as a secondary "Accept" button in addition to the auto-sell behavior, so that one could then review the list and possibly set some items to be bought as well (without having to haul the gained silver to a stockpile first and re-open the trade window). Otherwise this mod would make for a great feature!
Anyway to increase the rule limit above 40?
In ultimate overhaul modpack while using mostly sell all rules I still hit the 40 max long before I can setup auto sell for all the items.
It'll be easy enough for me to change the max rule limit (I store the hard limit in a constant in my database class), would 100 be a better limit?
I'm also working on a toggle for the AutoSell trade dialog button.
Quote from: Supes on July 20, 2015, 09:12:35 PM
It'll be easy enough for me to change the max rule limit (I store the hard limit in a constant in my database class), would 100 be a better limit?
I'm also working on a toggle for the AutoSell trade dialog button.
Edit: I've attached a dll with the limit raised and the close toggle, I'd probably backup your rules file (AutoSell.config located in your appdata\roaming\Ludeon Studios\RimWorld folder) if using this dll since it needs a little more testing before I'm comfortable with it in the main build.
Thanks Supes I use you fantastic mod as part of the ultimate pack so I will ask Ninefingers to possibly add it:)
You mod saves me from RSi I tend to sell 20+k worth of items to traders hundreds apon hundreds of items imagine have to single sell 300+ parkas alone. you are a champion!.
Probably best not to use DLL from my last post, I found some issues in some of the new code
basically if the close toggle was used before going into the overview tab, it would create a save before a load would occur for the rules, resulting in a cleared rule file. this should be sorted now.
I was getting some errors using your auto seller mod, so I went and fixed it. I think it's caused by using it with the expanded prosthetics mod, which adds a new "stuff" called Vancidium. Something's configured wrong with it so it causes these errors.
Anyway, I fixed that (line 325). While at it, I also changed a bit how auto trade works. Now, when you open the trade window, it automatically selects all the goods that should be sold and leaves the window open. I didn't like that the auto sell button closes the window.
I think someone else here also asked for that. I've included the compiled DLL file for the non-modders. It just has to go in your assemblies folder in the mod.
I hope you don't mind me messing around with your mod. I just think it's nicer this way.
[attachment deleted due to age]
np, any help with fixing errors is always appreciated.
Heya Supes Me again, I am wondering is it possible some way to copy the rule set you make to reuse in other games, I am fine if I have to cut and paste within the file structure, having to recreate 80+ rules every game is a touch annoying;)
Great tool.
I've noticed it has issues with selling art. Art doesn't get sold. Anyone else?
Quote from: Mrshilka on July 27, 2015, 07:16:44 AM
Heya Supes Me again, I am wondering is it possible some way to copy the rule set you make to reuse in other games, I am fine if I have to cut and paste within the file structure, having to recreate 80+ rules every game is a touch annoying;)
first create one rule in your new game, this will create a new AS_Save block with world and tile information.
open the file "\AppData\Roaming\Ludeon Studios\RimWorld\AutoSell.config" in notepad
you can either copy all the Rule blocks into the new AS_Save block, or a quicker method would be to copy the AS_Save World and Tile information into your old AS_Save block.
for future reference, AutoSell.Config location will be changed to "\AppData\LocalLow\Ludeon Studios\RimWorld\Config\AutoSell.config" in later builds
Thanks Supes, that is fantastic!
Quote from: Supes on July 27, 2015, 02:15:15 PM
first create one rule in your new game, this will create a new AS_Save block with world and tile information.
open the file "\AppData\Roaming\Ludeon Studios\RimWorld\AutoSell.config" in notepad
you can either copy all the Rule blocks into the new AS_Save block, or a quicker method would be to copy the AS_Save World and Tile information into your old AS_Save block.
for future reference, AutoSell.Config location will be changed to "\AppData\LocalLow\Ludeon Studios\RimWorld\Config\AutoSell.config" in later builds
Could you somehow make the Auto Sell Rules appear in the Main Menu Options, so it will becomes the default rules for any game and of course we can still change the setting while playing
Quote from: Keyzoth on July 28, 2015, 03:54:50 AM
Could you somehow make the Auto Sell Rules appear in the Main Menu Options, so it will becomes the default rules for any game and of course we can still change the setting while playing
sounds like a good idea, I'll put something like that in the pipeline for the future.
I've noticed the menus don't include human meat or leather. Perhaps we can have you for dinner and discuss the omission.
human meat and leather are actually there, a slight miscalculation on the scroll bar stops it being visible as it's at the very bottom. they'd still get sold selecting 'Any' until the next build is out, which will be soon (if testing goes well, within the week) I'm happy to say.
as for art, they're actually a building, so they work differently. A workaround is also in the next build.
New version now available with more bells and whistles
1.0.1.1
Added Coloured Rule Comparison
Added Trade Behaviour Dialog
+Improved Stack selling (e.g. stacks with different health or market value) and sort method to use
+Added option for leaving the Trade window open or closed on Autosell
Fixed Rules not showing health settings in overview window on load
Fixed Rule Config Thing Scrollbar
Fixed Misaligned Rule Config title
Workaround for Minified Art Buildings not selling
Changed Autosell.config location (old config file will be moved for you)
Edit: Hotfix for Stack behaviour
New Build, also be sure to download the latest compatibility fix if required
1.0.2.3
Added AI Selling
Added Rules Import Dialog
Fixed bug with Trade Dialog when buying without enough silver
Fixed bug with Selling when Trader lacks silver
Some problem..
Autoseller trying to find AutoSell.config in RimWorld\Config folder. And can't.. with full of red errors.
Sorry about that, should be fixed now
Will this mod make my pawns automatically take goods to a trade beacon?
current version is not A12 compatible, there's been a lot of changes in rimworld A12 that's affected my mod, but I'm working on making a compatible version.
Autosell doesn't haul anything to the trade beacon. It makes selling easier by allowing you to set rules to quickly mass sell items at the comms console.
The AI component to this mod basically just makes one of your colonists go to the Comm console and sell things for you when trade ships pass by (if AI enabled, it's off by default).
AutoSell, now Alpha 12 compatible :D
1.0.2.4
rewritten for Alpha 12
some tweaks to AI
Hi Supes! I love your mod, it saves me so much time! However, could you add a option for apearal, the material a all material button? I think about everyone uses it, and it is faster to disable the ones we want to keep (For example devilstrand)!
As requested, I've added Select all materials to the rule config dialog (three buttons for select all, none and invert)
1.0.2.4b
Added select all buttons for materials on Config Dialog
Adjusted Close/Confirm button positions on Config Dialog
Sir, you are incredibly fast and awesome, thank you so much!
Question, can I update the mod without starting a new game?
yes, Autosell is designed to be updated without the need to starting a new colony
Is there a 11b version archived somewhere? I'm doing an endurance challenge on 11b, and I'm pretty sure upgrading to 12d would break my saves (and my heart!)
I have some of my old experimental builds (if you ever wondered where the leap from 1.0.1.1 to 1.0.2.3 went, these are some of those builds) but I'll see if I can hunt down a copy of rimworld A11b so I can test it before sending them to you
I don't see a link to download this mod on the first post, and I can't find it at Nexus Mods either. Can anyone link me to this mod?
*Edit* After posting this, I found it. In case anyone else is having similar difficulties, there are really small links under the creative commons license in the original post.
Quote from: Supes on September 14, 2015, 02:56:59 PM
I have some of my old experimental builds (if you ever wondered where the leap from 1.0.1.1 to 1.0.2.3 went, these are some of those builds) but I'll see if I can hunt down a copy of rimworld A11b so I can test it before sending them to you
Hey Supes!
Great mod! :) I have an issue though. Maybe you can look into it.
It seems your mod does not respect the .exe override for the save data folder. Considering this is a feature advertised in the vanilla version of Rimworld, it would be awesome if your mod would repect it, too :)
Here is what is written in the readme that comes with the game:
QuoteOVERRIDING:
You can override the save data folder. This is useful, for example, if you want to install the game on a USB stick so you can plug and play it from anywhere.
To do this, add this to the end of the command line used to launch the game:
-savedatafolder C:/Path/To/The/Folder
So it'll look something like this:
C:/RimWorld/RimWorld.exe -savedatafolder C:/Path/To/The/Folder
If you don't start the path with anything, it'll be relative to the game's root folder. So you could do this, to have the game save data in a folder called SaveData in its own root folder:
-savedatafolder SaveData
I am using the "-savedatafolder SaveData" all the time because it keeps everything running in one single folder. This is very convenient for accessing the save files and modconfig. Much easier than navigating to C:/Users/[username]/AppData/LocalLow/Ludeon Studios/RimWorld/Config IMO.
Other mods do repect this override like EdBs interface. It puts its config (EdBInterface.xml) right in my [gamefolder]/SaveData/Config.
Now, if I try to run a clean installation of the game (deleting everything in .../LocalLow) with the override the game spits out tons of errors that it can't find the "AutoSell.config" file. And since the override is in place, there will be none created.
thanks for bringing this to my attention, I've attached a modified assembly that should work with overridden config folders below.
[attachment deleted due to age]
Quote from: CrownBee on October 02, 2015, 10:56:03 PM
I don't see a link to download this mod on the first post, and I can't find it at Nexus Mods either. Can anyone link me to this mod?
*Edit* After posting this, I found it. In case anyone else is having similar difficulties, there are really small links under the creative commons license in the original post.
Have the download links been removed from the first post?? Because even viewing the source of the page I can't find where to get this mod :(
Edit - they appear to be back.. may have been a browser issue ..
Hi!
Thank you for this mod ;D
Is it possible to add animals option ? I'd like to auto-sell some chickens ! ;)
Bye
I like that idea, I'll see what I can do.
new version available, was more complicated than I anticipated, added pawn/livestock based rules.
there's only a couple of pawn rule types at the moment, but that will change as I update it.
1.1.0.0
Split Main Tab into livestock and items
New Livestock Rule Dialog
Significant internal changes
Added plugin rule library (more on this later)
I have two questions;
Are you planning on adding an auto-buy mode?
Why don't you use the game's built in ThingFilters to store rules? It seems to me they'd be a perfect fit, for items at least?
An auto buy feature was never part of my intended function of the mod, but if there's enough requests for the feature, I can see about adding an Autobuy feature.
I initially experimented with ThingFilters before I even released the first version of the mod, but I ended up writing my own classes from scratch for more control and ease of maintenance (code that you write yourself you tend to understand more than using another's code). Another example of this would be comparing the TreeNode class to my CatTree class.
Small update, polishing things up a bit more
1.1.0.1
Small fix to livestock label refresh
Enabled Any/All livestock rule matching
Rule Class can now be affected by Livestock kind (animals don't have traits for example)
Rule for Missing bodyparts added (experimental)
Quote from: Supes on December 04, 2015, 02:19:55 PM
An auto buy feature was never part of my intended function of the mod, but if there's enough requests for the feature, I can see about adding an Autobuy feature.
I think an AutoBuy feature would be very handy. I'd definitely appreciate it if you decided to add it.
So, I've been busy coding 1.1.0.2 and I should have a Autobuy feature ready well before Christmas.
When I've finished testing and polishing it, Buying can be set on existing rules, where you will be able to set 2 new text fields, Reorder Point and Restock Level. so when you click AutoSell, the quantity of your items goes under the Reorder point value, it will set the amount to buy up to the value you specify in Restock Level.
Is it possible to custom select certain catagories of goods? Now I have to create several rules for short bow, long bow, great bow etc.
But somehow hold shift/ctrl to select multiple? This would be of great help and makes it much easier to use.
Quote from: Florius on December 11, 2015, 07:45:51 PM
Is it possible to custom select certain catagories of goods? Now I have to create several rules for short bow, long bow, great bow etc.
But somehow hold shift/ctrl to select multiple? This would be of great help and makes it much easier to use.
For more specific groups of things in a category, I've been planning on adding Thing Exceptions which would eventually allow you to exclude certain Things from an 'Any Thing' Rule.
That would be incredibly helpfull! Hopefully you can implement it soon :)
1.1.0.2
Rules can now be made to buy as well as sell
tweaks to translations
I downloaded this last night. I look forward to trying it out! I just started a new colony and I don't have enough "stuff" yet to make use of it, but I know I will!
Found a problem with the new version. If you set up an order with with 0 in "Sell when above Level", "Reorder Point" and "Restock Level", it neither buys nor sells them, when the intention is to sell when you have any amount, and never buy.
I've uploaded a tiny hotfix, should work as intended now
I think I found another buying bug. It doesn't appear to take into account multiple stacks of an item in the trade window. I created a Rule to keep me stocked with 20 medicine. I had a stack of 21, and a stack of 5, and it wants to buy more to fill the stack of 5.
It sounds like some of the the items aren't near a beacon, something that I didn't think of earlier.
also, other certain situations can cause stacks to be ignored, such as herbal medicine gets treated as a different item than normal medicine in an Any rule. Setting Health percentage ranges may cause the rule to ignore stacks that you have that are out of these ranges.
It may be after Christmas before I can do something about taking into account items not near a beacon, too many festive preparations to do atm.
Forgot to say. Thanks a lot for adding the feature, I love your mod and the auto-buy is so great. This is a screenshot of what I was seeing. Should have included it originally. Both medicines are within the beacons range.
[attachment deleted due to age]
that screenshot helped significantly, thanks, I was able to recreate the conditions that led to the bug and I narrowed the bug down to the check for whether Improved stacking was enabled.
In the past when it just had sell rules and had a sell level of 0, it would ignore improved stack selling and sell the entire stack as if improved stacking was unchecked (part of optimising to avoid unnecessary running of code). now it will only do this if sell level and buy points are both 0.
Thank you a lot for the update. Seems to have fixed the bug. Hope you have a great Christmas.
The updates just make this mod better and better!
I think I've found another bug (sorry). I've got 5 rules set up to sell each kind of stone block (Sandstone, Granite, etc..) and they're all set to:
Sell when above Level: 100. Reorder Point: 0. Restock Level: 0.
I have over 700 Slate and about 400 sandstone and they never get sold. They're all in stockpiles within trading beacons so not sure what's wrong.
Also had a problem earlier with buying Steel. I had 400 and I have a rule set to buy when below 2,000 and restock to 2,000. The trader had ~1,400 on them and the mod didn't want to buy any.
Found the bug, it seems that resources such as steel don't have hit points (their hit points read as -1), so were excluded in buy/sell checks.
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
Just wondering if you had any time for my idea? Because it is getting a bit tiresome to create a rule for every kind of bow there is in the game. It would be much more helpful to select them all with for example the CTRL or Shift button.
Also I found a small bug. It says 59% health, but I set it up for 60%:
http://puu.sh/m5Z1M/b36035c23d.jpg
http://puu.sh/m5Z3y/b37f3d4055.jpg.
don't worry, it will come, but probably after Christmas when I have more free time.
At this moment I can only deal with small things (last few hotfixes were about 2-3 lines of code changed at the most) Where this new feature will require me to plan (pseudo code, Interface design etc) as well as coding, and will affect multiple parts of my mod.
Right now, I'm planning a Christmas meal with my family. but please know that you haven't been forgotten.
Ofcourse, I apoligize for my impatience! Have a nice Christmas! :)
So i have been having a bug happen more and more often, i tried to ignore it at first.
So when a trader comes, and my colonist goes to autotrade, almost all the time now once he reaches the console, i get immense lag, nothing happens, he cannot move away from the console by any means, disable power, etc unless i arrest him. Arresting him makes him vanish, gone forever.
Only way to fix it is by reloading a save, which then you goto trade with them, but you cant even reach the trade screen, colonist just walks away after 1 second.
Tell me what logs you need! thanks!
AI is programmed to stand for 10 seconds in front of the comms console, gains social skill with each tick, then trades with all trade ship in range.
if you can send me your "\AppData\LocalLow\Ludeon Studios\RimWorld\Config\AutoSell.config" file, maybe also your save file located in "\AppData\LocalLow\Ludeon Studios\RimWorld\Saves" also a list of any mods that you have installed (if the list is big, you can always include your "ModsConfig.xml" file instead) would be great. and I'll try and duplicate the error from those.
My current thoughts are an error is happening during trade, so the toil (part of the AI) doesn't end. Although the trade screen bug is making me curious.
have you tried deconstructing and rebuilding the comms console, as some of the earlier versions of the AI used to try and reserve the comms console. Regardless, I'll still look into this bug.
Quote from: Supes on January 06, 2016, 01:11:21 AM
AI is programmed to stand for 10 seconds in front of the comms console, gains social skill with each tick, then trades with all trade ship in range.
if you can send me your "\AppData\LocalLow\Ludeon Studios\RimWorld\Config\AutoSell.config" file, maybe also your save file located in "\AppData\LocalLow\Ludeon Studios\RimWorld\Saves" also a list of any mods that you have installed (if the list is big, you can always include your "ModsConfig.xml" file instead) would be great. and I'll try and duplicate the error from those.
My current thoughts are an error is happening during trade, so the toil (part of the AI) doesn't end. Although the trade screen bug is making me curious.
have you tried deconstructing and rebuilding the comms console, as some of the earlier versions of the AI used to try and reserve the comms console. Regardless, I'll still look into this bug.
Yes i have tried deconstructing it, here are all the files.
Autosell.cfg: https://www.mediafire.com/?8nmsagx3kw80dtt
Save: https://www.mediafire.com/?8nmsagx3kw80dtt (All Cannibals!)
ModsConfig.xml: https://www.mediafire.com/?8nmsagx3kw80dtt
got the config file thanks, but looks like the other 2 links are duplicates of the config file link unfortunately.
Quote from: Supes on January 06, 2016, 06:59:06 AM
got the config file thanks, but looks like the other 2 links are duplicates of the config file link unfortunately.
Mods Config: http://www.mediafire.com/view/3kh52hxhc7tray3/ModsConfig.xml
Saves: https://www.mediafire.com/folder/0fzr883r8cj4b/Saves
Guess i didnt realize it didnt copy them xD
Introducing the first iteration for Advanced rules. these expand upon the function of 'Any' type rules after rule creation.
I've done some fiddling to try and duplicate the error you've been receiving, but I'm unsure if it's still present or not. Let me know if strange things are still happening :)
1.1.0.3
Advanced Rules
various tweaks
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
is it possible to add sorting "by name" and "by time" toggle?
and maybe highlight the actual item name a bit, to stand out from the wall of text.
btw, nice link ;)
As requested, I've sorted the item list by name (also took the liberty of sorting the item and thing lists in the Main Config dialog), the advanced rule dialog should be more readable as well now.
1.1.0.3a
Item and Material Lists now sorted
Small changes to the Advanced Rule Dialog
And a new and improved link ;)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
The auto seller doesn't seem to want to sell my sculptures. I have a rule for "Any Art Made From Any Materials" (I also tried "Any Sculpture"), but the sculptures just pile up in my storage room. If I manually select them to sell, the Auto Sell button will unselects them, like it's trying to maintain their levels as they are. It's working great for everything else. Maybe because sculptures are minified in storage?
Should be fixed now (at least for selling art), also some improvements in general
1.1.0.4
Advanced Dialog improvements
+Highlighting on changed fields
+Parent Rule Editing
Main Tab no long shows Advanced button for Art
Art Sculptures should be sellable again
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
Found a bug, tested with just this mod enabled on vanilla rimworld (latest download from your link, v.1104 A12d). When you go to use the comms console to trade, pause the game. Trade with a trader and do a transaction that would leave them with no silver. Immediately after that trade, retrade with the trader without unpausing the game and you'll trigger this error.
I didn't modify any rules or settings or anything. Just new world>new colony>trade.
An older copy of the mod I still had from the download date of 12/31/2015 does not seem to trigger this error.
[attachment deleted by admin - too old]
I've made a few changes to AI and the trading algorithm now, although I'm still looking further into the bug.
I have encountered a large bug. I cannot sell items as i get a bug.
This is the error http://i844.photobucket.com/albums/ab6/bazarebro/RIMWORLDERROR_zpsgjuly7hw.png (http://i844.photobucket.com/albums/ab6/bazarebro/RIMWORLDERROR_zpsgjuly7hw.png)
New version out, first version of Alpha 13.
Caravan AI is still in early stages, Livestock rules still need testing. Hopefully some of the other bugs have been resolved as well.
1.1.0.6
Updated for Alpha 13
Caravan AutoSell AI
Caravan will show AutoSell button
Recursion for sweet spot disabled
ASRules combined with main dll
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
Enjoy
YOUR STILL MY HERO! lol
The download link seems to be wrong. While the page says Alpha 13, the about.xml in the archive has "Alpha12d" set as target version. When starting a colony with this active, the UI is mostly unresponsible - While I can change the game speed, nothinh can be selected.
version 1.1.0.6 uses the Alpha 13 dll, the about.xml I forgot to change, but wouldn't affect it.
Are you using Alpha 12 or Alpha 13 of rimworld. the latest version is intended for alpha 13, and using alpha 12 rimworld would produce the problem you described with the ui.
you should however still be able to get an earlier version intended for alpha 12 from the Nexus download link on the OP, I've also posted the link below for you.
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
Hope this helps you.
I've used Alpha 13 and the Alpha 13 version of the mod from Moddb when the error occured.
a few question to narrow down the error, are you able to use the UI when the game is paused?
weird. I just tested it again after my current colony died and now the GUI responds correctly.
Sorry for bothering you, the problem seemed to be on my end.
I still have the issues, doesn't matter if I change the load order of the mods. If I pauze the game, I am still not able to access the UI. Using the mods from my mod pack (https://ludeon.com/forums/index.php?topic=17203)
Florius cant isolate the problem, im also experiencing the unresponsive interface.
But if you load autoseller before all other mods using edb mod order it works dont ask me how.
Edit: I tried to replicate the order to give you some feedback but it doesnt seem to work like i said it should now :S
I've been tweaking the caravan AI, to see if that works, although I haven't been able to replicate the UI bug myself. so I'll be going on what you guys say is happening.
let me know if this dll does any to improve the bug please :)
[attachment deleted by admin - too old]
Quote from: Supes on April 16, 2016, 01:37:52 PM
I've been tweaking the caravan AI, to see if that works, although I haven't been able to replicate the UI bug myself. so I'll be going on what you guys say is happening.
let me know if this dll does any to improve the bug please :)
Still unresponsive UI and no menu button for example. (and yes i replaced the dll)
[attachment deleted by admin - too old]
How about this dll.
if the dll doesn't work it also might be worth deleting AutoSell.config to see if that does anything.
[attachment deleted by admin - too old]
Quote from: Supes on April 17, 2016, 04:54:59 PM
How about this dll.
if the dll doesn't work it also might be worth deleting AutoSell.config to see if that does anything.
That has fixed the issue, used the new DLL and works fine now!
Didn't even have to remove the .config file.
May I use it in my modpack, now it works again? :)
I'd give it a few days, since it has been reported to work sometimes and not other times.
Hello,
there is no "auto sell" button when using Comm Console to trade, but it's always present if i trade with visitors or caravan; do you have any suggestion?
Thanks :)
That can happen if the IncidentDef OrbitalTraderArrival is being used by another mod, you can try to change the load order of Autoseller to load last and see if that solves it.
Thanks, now it works perfectly :)
I found that the Mod 'Simple Trade Fix Mod' by Shurp uses the incidents that my mod also uses.
you can retain the effects of both my mod and Shurps mod by editing my mods Incidents_Good_Misc.xml (located in Mods/RWAutoSell/Defs) file and changing the baseChance to 12 for both IncidentsDefs.
Been working on a new build, I've reviewed much of my Parser code and added additional levels of error checking + reporting when reading from the config file. Also added a new Force Incident Loading option that will attempt to replace the incident Defs programmatically (used for troubleshooting). there's a lot of under the hood tweaks to many of the dialogs (especially Rule Creation dialogs)
Because of significant changes internally, I've decided to post it now on the forum before the next alpha, so I can get feedback and further testing before updating my moddb/nexus links.
[attachment deleted by admin - too old]
Now Updated for Alpha 14, huzzah.
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
1.1.0.7
Updated for Alpha 14
Parser changes
GUI Tweaks
Forced Incident Defs Option (adds compatibility with XML mods using the same incidents)
no steam release.. im so sad supes
Don't worry, that's next on my todo list :)
Thanks for updating! This is one of my favorite mods.
New Version now available
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
this version works around an issue I've been having with the latest alpha where the tradables don't update after clicking AutoSell. I've worked around this by setting tradables just as the Trade Dialog is opened.
1.1.0.8
Fixed an error with the 'Any' Pawn Rule Class
Trade Dialog now opens with tradables set
updated my nexus and moddb files to the same version I currently have on steam workshop
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
1.1.0.9
Changes to Caravan Autosell AI (should trigger AI job quicker now)
Trade Dialog changes
+Removed button from Trade Dialog
+Add graphics so you can still tell if AutoSeller is active
New version Available, some new features to really speed up your rule creation process, you can now create rules directly from the trade dialog, and it will set selling and buying amounts based on what you have, and what you're buying/selling
I've also added a new rule type for flat packed buildings like sculptures and furniture.
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
1.1.1.0
New Building Rule type (buy/sell packed furniture)
Trading Dialog Changes (Quick Create)
Quick Create Dialog (shows list of related rules for a tradeable)
Import Dialog will now show colony name (for any rulesets saved from now on)
Blank Config line fix
So just so I'm clear...AutoSeller...has no auto buying capabilities what so ever? :)
Auto buying is done by setting Reorder Point and Restock Levels when creating a rule.
Quote from: Supes on May 15, 2016, 04:07:52 PM
I found that the Mod 'Simple Trade Fix Mod' by Shurp uses the incidents that my mod also uses.
you can retain the effects of both my mod and Shurps mod by editing my mods Incidents_Good_Misc.xml (located in Mods/RWAutoSell/Defs) file and changing the baseChance to 12 for both IncidentsDefs.
I used a mod to increase chances of a trader appearing and autosell stopped working, so I browsed the thread and saw this. I'm no modder myself, but does this mean that by default your mod reduces the incidents of traders?
Autoseller uses the vanilla setting for trader frequency. But I made a setting to allow it to run along side other Trader Incident mods.
to activate this feature, firstly make sure Autoseller runs before your other trader mod (which by the sounds of things is already happening). load your game, and on the AutoSell tab, in the Trading Behaviour dialog, make sure 'Force Defs Loading' is checked. Restart rimworld and both mods will work, and you'll have more frequent traders.
small update for the latest alpha 15, if you're still using Alpha 14e or older, all previous versions are available on nexus
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.0a
Updated for Alpha 15
Quote from: Supes on August 28, 2016, 03:34:54 PM
small update for the latest alpha 15, if you're still using Alpha 14e or older, all previous versions are available on nexus
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.0a
Updated for Alpha 15
omg i want your art links! and ty i love this mod and have been a user since the hour you released.
feel free to use them, I made the steam button myself (a simple bevel effect on an existing cropped image), the others are nexus and moddb own images
Steam image [img]http://i.imgur.com/TqoT8za.jpg[/img]
nexus image [img]http://static-3.nexusmods.com/15/images/101/1-1394454241.png[/img]
moddb is just replacing the brackets on the embedded button code with square brackets
Hi Supes,
I'd really love to use your mod, but I can't get it to work properly, I tried the following so far:
-loading it as first mod with no other mods that affect trade ships enabled (with both def option on and off)
-> no autosell button
-loading it with another tradeship mod on -> before the other mod and after (with both def option on and off)
-> no autosell button
-loading it last (with both def option on and off)
-> no autosell button
This should cover pretty much every combination there is. The only thing I can think of is that a mod adds some special trader and the mod can't handle it, is that a possibillity?
greets
Bomber
I had to wait for the next tradership arriving to get the autosell button. Already present traderships from before the mod had no button.
Sorry for the late reply, my internet has been down for a few days.
Autoseller adds a custom Tradeship as it is the tradeship itself that controls which trade dialog appears. so existing tradeships are still vanilla, and use the vanilla dialog until the next ship arrives.
Caravans are different, using a job class to show the trade dialog (which autoseller replaces), so caravans show Autosellers trade dialog immediately.
I might make a refresh existing tradeships option at some point down the pipeline
Hm I'm playing for more than a day now and still every tradeship arriving doesn't have the button, I can see the symbol on caravans though. Just for clarification, are caravans supposed to have a button, too? I just see the autoseller icon and some of the items I defined are already set to sell them to the caravan.
try turning on Forced Def Loading in the Trading Behaviour options, then restart rimworld. this solves any orbital trader conflicts with other XML mods for future Tradeships.
Autoseller used to have an autosell button, but since I now apply the changes at the start, there's no need for the button, so I removed the button. it was around Alpha 13 that certain changes to rimworld actually broke the button, which is why I made the change. The Icon was my way of letting people know that Autoseller was active.
I've also made some improvements to the latest version that will help with some of the issues you're experiencing.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.1
Existing Trade ships now converted on startup
Pawn rule label fixes
Hi. I wanted to make a bug report. I always feel awkward making reports because it feels like I'm only showing up to complain and you're doing such great work with this. The bug that's bothering me is that Autosellers buy feature will only make complete orders, it has to either buy everything to meet the restock level you set, or buy everything the merchant has, but if you don't have enough silver for either, it seems to just skip over it.
np, I'll look into it. don't worry about feeling awkward, there's no such thing as a bad bug report, as they help to improve things :)
New update available
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.2
Forced Defs now always on
Partial Trades no longer skipped
Hello Supes.
I was trying to sell all my weapons except sniper rifles and similar with apparel by deselecting in the advanced menu.
Found that it was auto selecting grenades with the sell any ranged weapons and hats with apparel.
I want to keep a certain amount of grenades in stock. I couldn't find anyway to put an exception in for them.
I just might be doing something wrong though. Please help.
I've updated the Steam workshop version, the Rules were applying to sub categories as well as main category. I've now changed this to main category only.
I've attached the DLL for non steam users as well.
[attachment deleted by admin - too old]
Hi. Sorry to bother you again, I seem to have found another bug. Advanced rules don't appear to work, and aren't kept when loading a save.
does the rule exclude items (red X), if it does, the advanced rule wont save details for reorder and sell values on those items (exclusions don't need those values to work).
if it's not an excluded item, check if upon loading the game if any yellow text appears in the debug log window, if invalid values have been detected upon loading, it will inform you here, and will tell you if action has been taken to correct it.
it does not exclude any items, I enabled verbose debugging and loaded up my save after creating some advanced rules, and this is a screenshot of the error that came up.
[attachment deleted by admin - too old]
send me your AutoSell.config file please (usually located in user\AppData\LocalLow\Ludeon Studios\RimWorld\Config), it will give me a better idea of what's happening internally.
a miscount shows that the rules were saved, but had a problem loading them (the invalid advanced rules should still be in the AutoSell.Config file as long as you haven't made changes since then).
Here you go. I have an advanced rule for apparel to buy up to two body armors and sell everything else, if that is helpful at all.
[attachment deleted by admin - too old]
you've been very helpful thanks, I'll see what I can do from this, it does look like a loading error so far.
you might be interested to know I've extracted the following from line 1234 of your config file. (line 1234 showed up on your debug log window)
<Exceptions>
<Advanced>
<Thing>Apparel_VestPlate</Thing>
<SellCount>2</SellCount>
<ReorderPoint>2</ReorderPoint>
<RestockLevel>2</RestockLevel>
</Advanced>
</Exceptions>
new update available
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.3
Rules can include/excude sub categories now
Advanced rules will show things in subcategories if subcategories included
Rule materials will show materials from subcategory items if subcategories included
fixed advanced rules not loading when no exclusions were present
What's the "art not selling" workaround? I see mention of it, but I can't see how to do it.
art rules are best done via the Building tab, it also works best creating rules for each sculpture size rather than using Any
Sweet! Thank you!
This is one of my favourite mods (together with the Expanded Prosthetics and Fluffy's mods) but I have a small issue. I use the mod Right Tool For The Job v1.16, that add toolbelt, advance toolbelt, axe and others item. I created a rule to sell all appeal with less than 50% of health, it sell every other item except from the tool belt and advance toolbelt, to make it work I need to create one rule for each of thoses items. Itens add by Expanded Prosthetics works just fine. There's a way to solve this? [I looked in "Advanced Rule Config" and both toolbelts are listed, it doesn't work when I create a rule to sell every appeal regardless of health too]
I think I found the problem, the tools and belts didn't have any stuff def attached to them, so it didn't match the 'null' stuff with the rule materials.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.4
Fixed an item that is made from no materials not sold when materials selected in the rule
Fixed Building Rules 'Any' not selling items
Quote from: Supes on October 10, 2016, 11:16:28 AM
I think I found the problem, the tools and belts didn't have any stuff def attached to them, so it didn't match the 'null' stuff with the rule materials.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.4
Fixed an item that is made from no materials not sold when materials selected in the rule
Fixed Building Rules 'Any' not selling items
You updated the mod because of my little issue in less then 24 hours! Thanks so much for the effort, I'm very grateful for yours consideration!
I think I've found another small issue. I want to sell almost all my drugs, except beer that I want to have stock from 100 to a maximum of 300. But when I put that rule together with others drugs it doesn't work (separately works just fine).
[attachment deleted by admin - too old]
Quote from: luc-soz on October 10, 2016, 02:27:19 PM
You updated the mod because of my little issue in less then 24 hours! Thanks so much for the effort, I'm very grateful for yours consideration!
Your welcome, I can usually find issues to do with the main trading code quickly with enough details.
I think I found the problem with the advanced rules, to do with the improved stack checking to use the normal rule instead of the advanced rule, I've updated the steam version, and attached the new dll for non steam users.
1.1.1.4b
Hotfix single stacks no longer treated differently than multi stacks
[attachment deleted by admin - too old]
Really great mod, thank you very much! I have a small request though, is there any chance of adding the option of selling items whose value is below x amount of silver? It would be really handy, really hope it's doable and not hard to implement, thanks again!
I have a little issue that when I load a save some appeal item are reselected. In the images below it's possible to see two cases. But even though they are two different rules the same items are reselected (unselect every item in a test and thoses reappear after reload save):
- Cowboy hat
- Kevlar helmet
- Power armor helmet
- Psychic foil helmet
- Tuque
My save have two rules with different item selected and still look like they interfere with each other.
In the images below the black spaces are for shrink image size[attachment deleted by admin - too old]
I believe I fixed the issue, it was an issue some loading checks. also added the unit value request, it's on the part of main rules, Advanced rule support might come later
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.5
Fix for advanced rules not loading if in a subcategory of its parent
Added Maximum unit value check
Rule Config Dialog Gui Changes
With the new version, I'm getting parser warnings. Sellvalue invalid, defaulting values.
Expected?
should be sorted now
Sweet.
Minor suggestion: The quality rule description should say "at [quality] and below", as opposed to "below [quality]".
good point, but I'll change it on the next update. Don't want to spam steam workshop too much with patches :)
Quote from: Supes on October 15, 2016, 06:29:05 PM
I believe I fixed the issue, it was an issue some loading checks. also added the unit value request, it's on the part of main rules, Advanced rule support might come later
1.1.1.5
Fix for advanced rules not loading if in a subcategory of its parent
Added Maximum unit value check
Rule Config Dialog Gui Changes
Thank you for the fix! :)
Not done just yet, Support for Sell Value in Advanced Rules added, along with afew other changes/fixes
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.6
Various Gui glitches (Maintab, Rule Config)
Support for Sell Value in Advanced Rules
Translation Strings updated
Fix for Map Reroll 1.4.0 Conflict
Getting this error from time to time:
RWAutoSell.ASWorkGiver_PawnBargain provided target Thing_Human342163 but yielded no actual job for pawn Jade. The CanGiveJob and JobOnX methods may not be synchronized.
ASWorkGiver_PawnBargain is to do with the caravan AI, and when it triggers the AI.
I'm presuming Trading AI is active (in Trading Behaviour), but let me know if you have it disabled, also let me know if any caravans were present at the time of the error, and if they were moving or hovering around your colony, in combat etc.
Edit: I've modified a big chunk of the work giver code, mainly because I had an epiphany on improving certain bits (curse me for having epiphanies), so it's turned from a bug fix into some improvements and optimisations as well. I've tested around a season worth of in game time so far without any red text or sync errors appearing, and will be looking at improvements to the job it triggers itself (and again some more testing) before releasing the next update. I Thought I'd let you guys know on my progress while you're waiting for the next update.
Curious if someone could shed some light on the following yellow debug message:
AutoSeller Parser Warning (LoadAdvanced): Advanced Rule Thing Category does not match Parent Rule Category, Advanced Rule not Loaded. - Line 998
AutoSeller Parser Warning (LoadAdvanced): Advanced Rule count doesn't match Loaded Advanced Rules - line 989
Here's the references config xml in question:
<Rule Type="Thing">
<Category SubCats="False">FoodMeals</Category>
<SellCount>0</SellCount>
<SellValue>0</SellValue>
<Quality>
<Min>Awful</Min>
<Max>Legendary</Max>
</Quality>
<Health>
<Min>0</Min>
<Max>1</Max>
</Health>
<ReorderPoint>0</ReorderPoint>
<RestockLevel>0</RestockLevel>
<Exceptions>
<Advanced>
<Thing>bakedpolenta</Thing>
<SellCount>50</SellCount>
</Advanced>
<Advanced>
<Thing>bowlstew</Thing>
<SellCount>50</SellCount>
</Advanced>
<Advanced>
<Thing>cheese</Thing>
<SellCount>50</SellCount>
</Advanced>
</Exceptions>
</Rule>
I'm asuming AutoSeller doesn't think that cheese is a meal?
Edit
I think it might have something to do with cheese's parent being category CookingSupplies, and inside the cheese def itself, it is a FoodMeal.
Which mod includes cheese? I'll have a look at the mods ThingDefs XML's.
Vegetable Garden. I think it's a bug in their mod. I fixed the issue by making cheese an "Ingredient" as opposed to an "Ingredient" and a "FoodMeal".
AutoSeller won't sell my Kevlar helmets.
<Rule Type="Thing">
<Category SubCats="False">Headgear</Category>
<SellCount>0</SellCount>
<SellValue>0</SellValue>
<Quality>
<Min>Awful</Min>
<Max>Legendary</Max>
</Quality>
<Health>
<Min>0</Min>
<Max>1</Max>
</Health>
<Thing>Apparel_KevlarHelmet</Thing>
<ReorderPoint>0</ReorderPoint>
<RestockLevel>0</RestockLevel>
</Rule>
^That's my rule. Will not sell them. The helmets are showing in the trade list (are within orbital beacon range).
Other apparel (jackets, t-shirts, pants) sell fine.
that's a weird one, the helmets appear to be selling ok on my game with that rule. I might need more info.
I might need a look at your full config file. also how many helmets do you have in storage, what's their stats (health and quality) on a couple of them will help me replicate the bug.
All of the kevlar helmets were 100% health. Quality ranged from good to superior.
For whatever it's worth, it's working again. Either it's because of a quit/reload, or because I remade the rule itself, I'm not sure.
Np, I'll still work on replicating the bug though.
It might be because of a rule overlap (recreating the rule would put it at the bottom of the list, so it executes last).
So the rules aren't independent of themselves? I assumed that autoseller just goes down the list from top to bottom selling according to the rules.
they are independent, improved stacking creates a secondary list for items that are valid for that rule, it then sets or pivots(reduces sell/buy amount in case of lack of silver, so silver and items are not lost) the trade amount before moving to the next rule. in the case of 'any' type rules, it goes over each of the thingsdefs in that category (and subcategories if allowed) using the values either on the main rule or advanced rule if present, and skipped if advanced rule excludes the item.
not to worry though, I'm mainly speculating whether there was an overlap from an 'any' rule, where it might have been set/pivoted after it's been set.
I think I found it, to do with tracking multiple stacks (definitely not an overlap). also, I've added additional code for items that have multiple categories, so cheese should work now. Hopefully sync messages should appear be less now.
I've introduced AI Trade Reports, that will get after the AI trades with a ship or caravan, that way you will know what you've bought or sold.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.7
AI Trade reports
AI tweaks and improvements
Fix for multi stacks not tracking
Fix for items that have multiple categories
Nice!
Well done on the AI report. Gonna update now.
Quote from: Supes on November 05, 2016, 09:28:06 PM
1.1.1.7
AI Trade reports
That's exactly what I needed!! Thank you! :)
I'm getting this now, whenever my pawn sells automatically:
Pawn Emma threw exception while executing toil's finish action (0), curJob=JobDriver_AutoSell A=Thing_CommsConsole9154622: System.NullReferenceException: Object reference not set to an instance of an object
at RWAutoSell.ASTrade+<>c.<SetTradables>b__10_5 (RimWorld.Tradeable el) [0x00000] in <filename unknown>:0
at System.Linq.SortSequenceContext`2[RimWorld.Tradeable,System.String].Initialize (RimWorld.Tradeable[] elements) [0x00000] in <filename unknown>:0
at System.Linq.QuickSort`1[RimWorld.Tradeable].PerformSort () [0x00000] in <filename unknown>:0
at System.Linq.QuickSort`1+<Sort>c__Iterator21[RimWorld.Tradeable].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[RimWorld.Tradeable,RWAutoSell.Defcountpair].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Count[Defcountpair] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RWAutoSell.ASTrade.SetTradables (System.Collections.Generic.List`1& cachedTradeables, System.Collections.Generic.List`1& Bought, System.Collections.Generic.List`1& Sold, System.Int32& Currency) [0x00000] in <filename unknown>:0
at RWAutoSell.ASTrade.CreateTrade (ITrader Ship, Verse.Pawn pawn, Boolean ShowReport) [0x00000] in <filename unknown>:0
at RWAutoSell.ASTrade.TradeAllShips (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RWAutoSell.JobDriver_AutoSell.<MakeNewToils>b__4_2 () [0x00000] in <filename unknown>:0
at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
think I found the bug, because I sorted the information by category, furniture don't usually have a category, and they mess the sorting up. I had no sculptures in storage during testing so I didn't pickup on the error. I've updated my links.
I may have to include you guys in the credits list for your help reporting bugs :)
atm the reports are more accuratly just notifications, summrised by Item type, I'll hopefully expand this later on into something more.
1.1.1.7b
Fix for Building type rules causing errors in reports
I've relaxed some of my loading code to see if that helps with one of the more random bugs. The bug is fairly difficult to track down due to the fact it doesn't appear every time, however I'm fairly certain it isn't a bug with the main trading algorthm.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.1.8
Relaxed config loading events
Added 'Communication Hub' Room Def
Well the A16 update has caused me a coding nightmare, no part of my mod was left untouched, and the change to the map completely broke the way my mod saves and retrieves its rules.
So the biggest change I've made is that a Trading Printer will now need to be built in order to store these rules. On the plus side, if you have multiple colonies, each with Trading Printers, the AutoSell overview window will now show tabs for each of these colonies.
you can also create shopping lists that you can take with your caravans (note that at the moment, Shopping Lists will apply rules only to what your caravan and the other faction is carrying, so doesn't account for what's back at the main base)
since this mod now changes the Caravan object (so it can show my version of the trade dialog), if you're using the Set-Up Camp Mod, load AutoSeller after it, and some reflection magic will make them work together.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.2.0
RuleSets are now bound to certain objects
Trade Printer added
Shopping List added
Autosell tab changes for multiple colonies
Behaviour Dialog settings are separate for each colony
Modified CaravanMeeting Incident
Modified Caravan object
Added Compatibility for Set-Up Camp Mod (check load order)
Supes thanks for all your hard work!
Thank you very much Supes for all the work you put into this mod. I'm excited to try the update.
Looks great, thank you :)
Just found this out (as I started playing..) do you think it can be adapted for a caravan equipment settings ? Like, select pawns, select "basic stuff you want on every trip" kinda thing. Ty
I like the idea of standard caravan load-outs and pawns (especially when you need to take a shopping list with you every time, very easy to forget taking it with you), I'll look into it.
also, here's a small fix for the scrollbar on the overview (when having more than one page of rules)
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.2.0a
small fix to the overview windows to show the scroll bar properly
Thank you very much, sir ) Looking forward to it :)
Hey I seem to not understand this mod.
So when I set up a new autosell rule with AI selling enabled, and a trading caravan comes by, any colonist set as "Warden" should go to the trade printer and automatically sell/buy whatever is possible?
And I do not have to press an additional button for that?
Hey, a small idea if not already being worked on.
But could you make a sell rule specifically for Dead Man's stuff? That would be of immense help to me.
the warden would go straight to the Caravan, then you'd get a Trade Report message, no need for any other action.
Deads mans stuff rules are planned.
Really great mod, works fine and mostly self explanatory, but what exactly is "Unit Value Maximum"? Is it like in the OECD definition?
https://stats.oecd.org/glossary/detail.asp?ID=5547
Total Purchase / Sales divided by the sum of quantities. So for something like leather it would filter by Sell When above, Reorder Point, Restock Level, calculate the amount of each type of leathers and which to buy which to sell and then divide the total transfer value by the total sum of any leathers traded?
Does it take the market value, or the transfer amount?
'Unit Value Maximum' checks the selling value when selling, and buy value when buying items.
so you can sell all your cheap trash items, or buy items without overspending due to high market value.
Okay. Would a Price Value Maximum not make more sense? You only have different market values for different items of item groups like leather or clothes, otherwise it is constant. But the price can change by the factor of 2 depending on the trader type.
When i set up a buy rule for steel and don't want it to be bought from those traders with a 2x price multiplier, there is obviously no way of doing it, since the market value for steel is always the same.
a slight misunderstanding here, to be more clear, it checks a the individual (unit) item value for the current trade.
the market value is always the same, which is why I don't use the market value. It uses the current Traders prices (as said before, the Traders selling, or Traders Buying price, depending on the function of the rule) which as you say, vary from trader to trader
so the buy rule you want to do for steel is possible.
sorry for the misunderstanding on my last post. I'm hoping to write up a guide at some point for the mod for all the functions and what the individual settings do.
Thanks for taking the time to clarify it. Again really nice mod and really nicely worked in with the trade printer and on
Any plans for an export rules feature? I'd love to be able to port rules between colonies.
aye, there will be at some point
As requested, dead mans apparel option and importing/exporting have been added.
the exporting is primary used to export rules between saves like it was before, but can be used to export between colonies. The list shown on this dialog is of exported rule sets (Clicking Export wont update the list immediately, you may need to exit the import dialog first), selecting them and them clicking import will add that set to your currently edited Trade Printer/shopping list. pawn rules aren't included in importing/exporting yet.
you might need to update your apparel rules, (maybe even duplicate them if you want to sell both dead mans and normal apparel) and set the dead mans flag.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.2.2
Dead Mans Apparel option for Thing Rules
Import Dialog Re-enabled and repurposed (experimental)
@Supes so far awesome and very useful mod. But I found minor caveat: when having, say, three rules for drugs, with only unique drugs selected in each one using "advanced" button - it doesn't account for fact they do not cross and still mark 2 out of 3 red.
Screenshots are in order as they are in autosell menu.
[attachment deleted by admin due to age]
aye, the colour checking is part of the initial public release, it's been the least updated part of the mod, advanced rules were added half a year to a year after. Other things added onto the rules since then aren't colour checked either, so lots to redo.
I'll put it on the list of things to do
I love Mods like this.
It makes trading that much more desirable to use.
Just a Idea that I have no idea how hard it would be to implement.
what about some building which would automatically re-summon traders every couple of days, or when ready, not saying making summoning traders from allies free just something to do it for you.
I often want to re-summon traders right away but there is the timer you have to wait for, which I think a fine mechanic but I often forget that I need to re-summon traders.
it's a good idea, and could even be expanded upon so that certain traders are summoned based on rules.
p.s. apologise for my tardy reply, I've been playing way too much Mass Effect Andromeda.
If AI selling is enabled and someone has a job to trade with someone when the file is saved, the save no longer loads and needs to be edited manually to graft an idle job into the place of the autoseller job on the affected pawn(s).
https://gist.github.com/f9d5fad77da3bb92fe6439cb0fb29473
looks like the job doesn't like saving a reference (or loading said reference).
I'll see what I can do.
This looks great. Can it be added to an existing save?
yup, it can, although it might be a few days before I have an A17 version ready
Updated for A17, made several improvements and fixes, such as being able to select multiple items in listboxes with the mouse, and making it more clear which rules have advanced rules attached.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.2.3
Updated for A17
Fixed Rules Overview label not updating when edited
Gui listbox multi select functionality Added
Fixed AI not loading correctly
Advanced button now highlighted if Thing Rule has Advanced rules attached
Added German Translation (Thanks to Lauri7x3)
You're the man, man 8)
Now my game can play by itself while i'm modding
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
the dudes are NOT selling any sculptures.
what's the purpose of the building tab? It constantly erases all rules there upon loading.
And it would be cool to add an option to check the trader few times every X hours, like, the dude auto sells, them I decide to BUY somethng from that trader for silver. now he has MORE money, and I'd like to my dude to auto sell him something AGAIN, and, say, I don't want to micro the item count. but for now the dudes are autoselling only once.
aaaaand can a autobuy mod be possible?
I believe I found the issue, just the 'Any' Building rules were affected.
Autobuy is already possible, it requires setting both reorder level and reorder point (reorder point will cause the rule to buy if you don't have a certain amount of that item, reorder level is the amount you wish to have in your stockpile).
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
1.1.2.3b
Fix for patch performance
Fixed editing of Minified rules not updating under certain conditions
Fixed Issue with 'Any' Type Minified rules being invalid during load
sculptures are selling but i can't understand is that due to globall sell rules or from the building sub-tab
That would be the building tab.
even though there is a sculpture Thing in the item rules, this item refers to the packed sculptures container. Rimworld points through the container to the inside item when trading so the game views the actual sculptures as small sculpture or large sculpture etc. The buildings tab was added for this purpose.
anything that is loose in storage uses the Item tab, but if they are package items like furniture or sculptures they use the buildings tab
thx for the explanation.
Errrrmmm... Is there a "safety threshold" in the mod? Or in the game? Or is it just "because"? -- I noticed that during the autosell process the AI leaves far more than 0 silver in the trader's purse while he still could've trade a few items, for example - the clothes.
it goes through each rule sequentially, and there are some safeties so that items don't get sold if the trader/colony doesn't have the money for it, and may try for a partial trade depending on settings.
overlapping rules will be overridden by the latter rule on an item if both rules return a match on it.
Could you add an option to disallow the sales of bonded animals?
Then animal husbandry and ranching could be much more effective while using this mod than the vanilla game, which doesn't present an indication of bonded animal status on the trade screen.
I could add a new pawn rule class, with options Bonded, Not Bonded.
when it's implemented, using an 'Any' Pawn Rule Class, with Bonded as an exclusion would have the effect of selling all not bonded animals.
but for the mean time, you can use the same 'Any' rule class but with 'Named' class in the exclusion instead.
I cant seem to get the Livestock to work for buying. Is that only for selling what you already have?
I set up a order to buy a animal, and after a while it just vanished from the list. I can sell my own animals, but doesn't seem to be able to buy new ones.
yes, Livestock rules can only be used for selling.
New build release, featuring the Trade Reports Log, a primitive unpowered version of the Trade Reports Printer, this device does everything you expect a Trade Printer to do, but it wont interface with the Comms Console.
I also figured that people might want to upgrade from the Trade Log to the Trade Printer, so I added the option to merge a shopping list with a Trade Log/Printer. this can also be used to take rules from one colony to another.
1.1.2.4
Updated for B18
Removed the need for a named colony
Added Trades Reports Log
Added ability to Merge Shopping lists
updated translations
So I am not sure what "Unit Maximum value" is for? Is it the max number I will sell, the max I will sell it for? What is the difference between Restock level and Reorder point? Is there a place where I can find all this information, and more? I just don't know and I must know!
Thank-you to all who help me in my quest for knowledge!
Quote from: 123mind123 on November 28, 2017, 11:32:09 AM
So I am not sure what "Unit Maximum value" is for? Is it the max number I will sell, the max I will sell it for? What is the difference between Restock level and Reorder point? Is there a place where I can find all this information, and more? I just don't know and I must know!
Thank-you to all who help me in my quest for knowledge!
Who am I to stand in the way of a quest for knowledge? :)
Unit Maximum value, setting this will restrict the selling or buying of items items to below this value. for example, you have a rule to buy medicine, but you don't want to buy it from a supplier that charges high prices, this makes sure you only buy medicine that is priced below this value.
Reorder point, any time your stock goes below this value, then the rule will buy.
Restock Level, any time a rule buys items, it will set the amount to buy so you end up with this many (amount to buy = restock level - current amount).
I cant seem to get the autosell mod to work. I can make a shopping list as usual, and setup the comms etc. but nothing is being sold/bought. It used to work, not sure if its the update or smth else entirely.
I have tried;
- to recycle the shopping list
- update the shopping list
- deconstruct/rebuild the print station
- deleted/created the orders on the list
- enabled/disabled AI selling
- pawn x as manual seller
- build the trade post log (other version of the trade printer)
- ticked the "merge with x" icon on the shopping list itself.
nothing has worked. I have the AI Manager build, so the AI selling should work. I have done this in all my games, and never had this issue.
Any help is appreciated.
I've made some tweaks to the AI to see if that will sort it. I suspect it might be a reservation issue (which has changed since the start of this alpha/beta)
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=725952961)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
Cheers, seems to have fixed my issues at least ;)
I like this mod but I dont really see the point of the logs consoles... I would like it to be removed and add a tab in the lower HUD like we used to have.
Some suggetsions I would like to see:
- Option to remove lists in the "extra options" cause it becomes a mess.
- Option to trade with the best trader available, without needed to designing one (and things being screwed when he is away or dead).
- Improve the animals tab. I would like to have a "sell when above X" animals option and "buy until I have Y".
AutoSeller has been remade almost from the ground up, the interface is new, which many might not like, but the new design allows for more complex rules.
Rules are now modular, allowing you to select what filters you wish to use, using a concept of Groups and Filters.
I made an intro video that explains how to make a simple Apparel rule video (https://www.youtube.com/watch?v=GcqeTngSs9s)
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
Hello, author. Thank you for updating!
So this time, I created the Japanese translation for this "Auto Seller 2.0.0.0" and sent a pull request from GitHub. Please confirm and merge. Thank you.
I've made another video, this time focusing on how to use 'Groups', watch here (https://www.youtube.com/watch?v=zBi6Nj_WAN4)
this is the part 2 of what will be a 3 part series
Heard this mod conflict with rimbank, is it real?
I wouldn't be surprised, since they deal with similar parts of rimworld to achieve their results
Would it be possible to change "enter" to something - anything - other than "cancel out of everything you've done and close the window"?
I swear I've set up this filter 20 times and each time I hit enter after typing something and lose everything.
Okay it was like 3 times but still ;)
Quote from: Supes on July 27, 2018, 06:58:15 PM
I wouldn't be surprised, since they deal with similar parts of rimworld to achieve their results
true but yours and rimbanks has tons of synergy, so hope those be compatible...D:
I'll look into it, cant see a 1.0 version of rimbank yet, only see A18 (let me know if there is a 1.0 version though)
it's easy enough to program in preventing enter from closing it, so consider it added into the next build
in the mean time, here's the third video, watch here (https://www.youtube.com/watch?v=ocYOFh0Ke9k)
I'm not yet using 1.0. It's understandable if you don't want to put your effort to something about to be depreciated.
Edit: I hope you add "under the" filter on selling, that was my first intention to get this mod
I'm always in dire need of ditching all the garbage leathers
Quote from: AnotherFireFox on July 30, 2018, 06:35:13 AM
Edit: I hope you add "under the" filter on selling, that was my first intention to get this mod
I'm always in dire need of ditching all the garbage leathers
you'll be pleased to know that in the Autoseller 2, their's the 'Low Stockpile' filter, combine that with a category filter specifying all leathers and that gets rid of your garbage leathers.
Really liking this mod. I started out with a "I'm not smart enough to use this" feeling but after watching your videos it's a snap.
I frequently have more junk than the people visiting or calling me can afford, but want to buy things that they have as well. In these cases, I tend to buy what they have, then exit the trade screen and immediately re-trade with them to sell more. It'd be nice if - in the trade window - there was a "re-sell yo junk" button to streamline the process.
new update 2.0.1.0, added an import feature so starting a new colony don't mean losing all your rules (unfortunately wont work on saves before unstable 1.0, sorry). along with a few other things.
Added Importer
Included Repetition setting
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
Edit: let me know if the translations are ok
So I'm releasing the first of the extensions, Auto Notify
it is a fairly simple extension that I created as a demonstration of AutoSeller's extendability. but it can be used to notify you when you have created enough items for a quest.
make sure you update AutoSeller to 2.0.1.3 before using.
https://steamcommunity.com/sharedfiles/filedetails/?id=1474293986
https://github.com/SupesSolutions/RWAutoNotify
the git includes the source of the extension if others wish to make their own extension.
Quote from: Supes on August 11, 2018, 02:10:36 AM
So I'm releasing the first of the extensions, Auto Notify
it is a fairly simple extension that I created as a demonstration of AutoSeller's extendability. but it can be used to notify you when you have created enough items for a quest.
make sure you update AutoSeller to 2.0.1.3 before using.
https://steamcommunity.com/sharedfiles/filedetails/?id=1474293986
https://github.com/SupesSolutions/RWAutoNotify
the git includes the source of the extension if others wish to make their own extension.
Oh sweet will/does it autostock your caravan with the stuff like autoseller autosells stuff to merchants?
Auto Notify just lets you know when you have enough (or not enough) of what you program. I kept it simple here just to show how coding extensions work.
There is an extension I'm working on (that will come later) which would be right up your alley though.
I have issues while saving rules in the AutoSell window, whenever I modify a old rule and press accept after adding groups, filters etc, it does not get saved.
I noticed the bug earlier when switching between tabs, the UI Rows weren't refreshing and still pointing at the old rules, should be fixed now.
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
Inside the game there are lots of errors, I can not even open the "auto sell" button or build any of the structures. game version: 1.0.1972
Mods I use:
Recycle
WorkTab
Trading Spot
Colony Manager
MedicalTab
Error:
RimWorld 1.0.1972 rev1084
Verse.Log:Message(String, Boolean) (at \Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at \Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at \Global\Root\Root.cs:82)
Verse.Root:Start() (at \Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at \Global\Root\Root_Entry.cs:16)
ReflectionTypeLoadException getting types in assembly RWAutoSell: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in \Mods\ModContent\ModAssemblyHolder.cs:100
Loader exceptions:
=> System.TypeLoadException: Could not load type 'RWAutoSell.AI.JobDriver_PawnAutoSell' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type 'RWAutoSell.AI.JobDriver_AutoSell' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type '<>c__DisplayClass6_0' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type '<MakeNewToils>d__6' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type '<>c__DisplayClass4_0' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type '<MakeNewToils>d__4' from assembly 'RWAutoSell, Version=2.0.0.2, Culture=neutral, PublicKeyToken=null'.
Verse.Log:Error(String, Boolean) (at \Utility\Debug\Log\Log.cs:78)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly) (at \Mods\ModContent\ModAssemblyHolder.cs:115)
Verse.ModAssemblyHandler:ReloadAll() (at \Mods\ModContent\ModAssemblyHolder.cs:86)
Verse.ModContentPack:ReloadContent() (at \Mods\ModContent\ModContentPack.cs:133)
Verse.LoadedModManager:LoadModContent() (at \Mods\LoadedModManager.cs:104)
Verse.LoadedModManager:LoadAllActiveMods() (at \Mods\LoadedModManager.cs:37)
Verse.PlayDataLoader:DoPlayLoad() (at \Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at \Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Global\LongEventHandler.cs:367)
Could not find a type named RWAutoSell.AI.JobDriver_AutoSell
Verse.Log:Error(String, Boolean) (at \Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at \Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Global\LongEventHandler.cs:367)
Could not find a type named RWAutoSell.AI.JobDriver_PawnAutoSell
Verse.Log:Error(String, Boolean) (at \Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at \Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Global\LongEventHandler.cs:367)
Could not find a type named RWAutoSell.MainTabWindow_AutoSell
Verse.Log:Error(String, Boolean) (at \Utility\Debug\Log\Log.cs:78)
Verse.ParseHelper:FromString(String, Type) (at \SaveLoad\ParseHelper.cs:72)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:91)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at \SaveLoad\DirectXml\DirectXmlToObject.cs:292)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at \SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at \Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at \Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at \Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at \Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at \Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at \Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at \Global\LongEventHandler.cs:367)
current build is for 2003 or something
QuoteInside the game there are lots of errors, I can not even open the "auto sell" button or build any of the structures. game version: 1.0.1972
You allways should have the latest version of Rimworld and mods.
Since Rimworld get patched/changed currently at a daily base old Rimworld version like yours prolly don't work with latest mod versions.
And it isn't allways easy to track down what version is latest on mods, since some mods are still labeled as 1.0 and not 0.19(current).
1.0.1972 is an old unstable version, latest unstable build is 0.19.2004. if can update your game, it will work, but if you cant then you're going to need 2.0.0.1 or lower since a change to build 1.0.1974 required mods to update their AI.
I have all old versions on nexus
AutoSeller supports ModSyncRW, and ModSyncRW helps with updating many other mods as well.
and while we're on updates
2.0.1.5
Added Work Capable Filter
Corrected Sick filter translation error
Added support for incident maps
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
Also check out AutoCaravanEquip Extension if you haven't yet
https://ludeon.com/forums/index.php?topic=43405.0
It had downloaded all versions less than 2.01. None had worked so far. Many thanks for telling me what version was needed <3
Quick question regarding AI selling. I have all my rules set up and when I manually interact with the comms console all my rules are applied. However none of my pawns are going to the console automatically to initiate trades.
if you've manually done a trade, the AI wont initiate a second trade. Another thing you can try is to make sure to set all your best social pawns to a warden.
Just to clarify, I've initiated a manual trade just to see if the rules are being applied (which they are). However if I just let the game run, my pawns don't go and initiate an AI trade, even when I have idle pawns and traders are available. I will try playing about with the pawns Hospitality priority.
so that I don't leave you hanging too much, you can try out my testing build, I still need to do so some refinement to it, but might help you.
it has some additional Trade Options where you can select who you want as negotiators (best negotiator is always marked as active though). They still need to be wardens though.
Cheers. I will give it a go over the weekend and post how things go. Thanks for all your work on this.
no probs
I just released 2.0.1.6, so be sure to update if you are using the test build (test build doesn't save Negotiator settings, so make sure you set them again after update)
2.0.1.6
Added Pawn Skill Filter
Multiple Negotiators
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
This have been working perfectly for me now after the latest release.
Cheers
I have to say your description is very accurate. The new UI made me want to scream, but now I rather like it. Needs work, but it's definitely a very powerful system!
Thanks fluffy, glad you like it. I'll probably add tooltips at some point, sorting, more tags etc.
2.0.1.7
Added Animal Filter
Added Statistic
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
edit:
2.0.1.8
Fixed Drag Reordering
Fixed Filter Select Cancel
Just another small update.
2.0.1.9
Added some tooltips
Changes to the Separate Defs flag
(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
(http://button.moddb.com/download/medium/94105.png) (http://www.moddb.com/games/rimworld/addons/rimworld-auto-seller)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/106/?)
GitHub (https://github.com/SupesSolutions/RWAutoSeller)
Although I'm sure that this has been explained before, how do I get the mod to sell one set of items with higher priority? F.i. I'd like to sell all my apparel before my statues are sold. Putting one rule before the other does not seem to work. Thanks in advance
sounds like you're on the right track by separating them into two rules, since putting rules lower in the list will be processed last.
your apparel rule should be closer to the top
your statue rule should be closer to the bottom
check that statues aren't still part of your apparel rule.
Hey man.. i love your mod <3
In earlier versions, we got a "rapport" after a sale/buy. I dont seem to be getting that anymore, is there something i am overlooking, or did that feature get removed?
regards.
it should still pop up if a sale was done via AI selling
Quote from: Supes on November 09, 2018, 05:02:45 PM
it should still pop up if a sale was done via AI selling
I have had some issues with the AI trading. I have installed a AI Manager and ticking the AI Trader, does not seem to work like it used to. It will click/tick one of my pawns regardless.
Again, i been away from rimworld abit, so i might just remember how B17-B18 were.
See attachment.
[attachment deleted due to age]
unlike B17/18 negotiator selecting, the current release allows you to select more than one negotiator, however the preferred negotiator will always be ticked (abbreviated with (P))
Quote from: Supes on November 09, 2018, 06:49:26 PM
unlike B17/18 negotiator selecting, the current release allows you to select more than one negotiator, however the preferred negotiator will always be ticked (abbreviated with (P))
I am really sorry, i found the culprit. It was a mod i have that "shrinks" the comm console down, and it seems that your mod, doesnt see it.
I build a normal size one, and all is working :)
Can this amazing mod work with RimPrime?
it could be made to work with any ITrader or any list of Tradeables or Transferables, either by an extension or a few tweaks to the window monitoring code (maybe a change using harmony).
you can try my beta build, my testing shows that it works with RimPrime, need some feedback though before uploading to nexus/steam, like if it causes any issues with other mods dialogs, or any errors really.
also this build should support Small Comms Console
https://www.dropbox.com/s/pvqlt10ksd1n2kr/RWAutoSell_202a.zip?dl=0
Amazing, I will try it right the way.
P.S I just tested it, and it work fabulously. Thank you for your work. Keep up the good work :D
new update for you guys.
Some of you might remember I had a quick create in the previous v1 series, and I intended for it to make a return one day, so now it has :)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
Nexus (https://www.nexusmods.com/rimworld/mods/106)
2.0.2.0
Support for RimPrime
Quick Create
Cannot get a simple rule to work..
root(and) > material:woody;stony(and) > catagory:any weapon (and)
results in nothing. And yes i have bows etc in my stockpiles. So it should return those.
If i remove the second group, it returns (test) what i want.. but more than that, composite appeal etc, which aint wood/stone.
Anyone have some insight as to why i cant get it to work?
what i want:
"sell any weapon not made from metal"
Many guns and bows don't have a stuff, and go under the No Material option. These items instead use a set cost list, and without a stuff they have no other variant.
A club is an example of a weapon with many variants, and the recipe specify a stuff (and can be made from anything from gold, marble down to the lowly wood. When making a bill to create an item, stuff is usually displayed with checkboxes on the right hand side)
The material filter is best used when you want to do different things to different variants of an item (e.g. you might want to avoid selling your gold small sculptures but you do want to sell all sandstone small sculptures)
Quote from: Supes on December 24, 2018, 03:16:42 PM
Many guns and bows don't have a stuff, and go under the No Material option. These items instead use a set cost list, and without a stuff they have no other variant.
A club is an example of a weapon with many variants, and the recipe specify a stuff (and can be made from anything from gold, marble down to the lowly wood. When making a bill to create an item, stuff is usually displayed with checkboxes on the right hand side)
The material filter is best used when you want to do different things to different variants of an item (e.g. you might want to avoid selling your gold small sculptures but you do want to sell all sandstone small sculptures)
I am sorry, but that didnt help me. In your own example, you segment sales based on material, which is exactly what i am trying to do.
Not sure what "stuff" means, material ?
Yes, Stuff is Material, but in modding terms, a Stuff is a material in a recipe that can be changed to make variants of an item. The material filter looks for this Stuff.
Think about it this way, have you seen a revolver or a bow that are have the material they are made of in their name.
I would be pretty sure the answer would be no unless you have some mods that change this, because these are items that don't have Stuff, they are only displayed as 'Revolver', in the sculpture example 'gold small sculpture' has a Stuff 'gold' shown to the player in the name of the item. you can tell if any item has a stuff by keeping this in mind.
Because the bow has no Stuff Material, the Material filter doesn't work in the context of what you're trying to do. The Bow is classed as 'No Material'
The rule you are making is a mix of weapons with and without stuff materials (bow being without a stuff), but because the Material filter is looking for wood on items that have no stuff, it fails on those weapons.
That is why the Material filter doesn't work with what you're trying to do. The Material filter isn't suitable for that unfortunately.
the example in my previous post shows separating variants of the same item type (small sculpture in this case), where the material filter can be used.
I'm trying to keep the technicalities of stuff and how they relate to recipes to a minimum, sorry if it isn't terribly understandable
Quote from: Supes on December 24, 2018, 08:06:39 PM
snip
Thanks for the clarification, will try and see if i can find a workaround within the set rules. And i dont mind complicated answers, but we all have to start somewhere right? :) printf("thank you");
Hello!
Is there ability to count the items, which the colonists are wearing? And then use "Sell When Over" accordantly.
For example, during the winter the colonists wear parkas, but during the summer they wear dusters. That means that I always have a lot of parkas or dusters in stockpile, but I would like to sell only surplus of them (e.g. when over "stock + wearing + 2").
Thanks!
Dmitrii
I'll see about adding some more features to the low stock filter for you.
I've been a bit lazy with updating my page, but there's been a few updates since last I posted.
2.0.3.5
Some UI fixes
Listbox (and its variations) updated
Filter tweaks
2.0.2.1-2.0.3.4
Chain Rules
Fix to Apparel Filter
Translation Updates
Update to Low Stack Filter
Undo System
Wiki System
Colour Theme Choice
Fix for Chains interfering with Include Unavailable Setting
So I've added some extra options in the Trading Behaviour Dialog, so you can add equipped items and inventory items to the count. note that because equipped items cant be sold, you'll need Include Unavailable turned on as well.
@mitasamodel so you can create the rules you want now if you enable the new options (and you don't have to mess around with the low stack filter either)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
Nexus (https://www.nexusmods.com/rimworld/mods/106)
2.0.3.6
ability to include equipped weapons and apparel
ability to include inventory items
slight improvement to Colour Widget
extra option on low stack filter
new update, adds merge controller, which prevents the merging of certain rows (e.g. stacks of food) from merging into the same row, allowing for more types of filters to be created.
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1440321094)
Nexus (https://www.nexusmods.com/rimworld/mods/106)
2.0.4.0
Merge Controller
Time Until Rot Filter
Getting strange behavior with a filter meant to sell untainted apparel at 60% health or lower.
is that steam or manual (nexus/github) build?
2.0.4.1
Import Improvements
+Spaceship Mod Compatiblity Fix
+Current Choice
Alternate Shopping List Behaviour Option
Carrying Capacity Filter
Apparel Filter Fix
Trade UI Icon Fix
2.0.4.2
Serum Filter
Sorting System
Clone Button
Minor UI fixes
This mod could be better, it tries to sell items until the other trader doesn't have any money and buy things until you don't have any money, the problem is, if you have 500 silver and the trader have 2500 silver, you will not be able to sell a 3200 silver item that is in the first item rule to sell because Auto Seller only sells a item if the the trader faction has more silver than the item's market value, but you can attempt to buy 800 silver worth of items, you will lack 300 silver to buy the 800 silver worth of items, but you will now be able to sell the 3200 silver item, making it actually possible to buy 800 silver worth of items, this behavior could be solved by having a setting that marks all items with a buy rule to be bought in the start or all items with the sell rule to be sold in the start even if the player colony or trader doesn't have enough silver to trade, and in the end undo the selling/buying (depending of who is "giving away" silver) in reverse order until the trade is possible with no one "giving away" silver or let the player decide it manually in the trade window. Also, assuming you have 1000 silver and the trader faction have 1000 silver, with 5 repetition in trade behaviour, you only will be able to buy at max 11000 silver worth of items and sell at max 11000 worth of items, people can convert silver into grand sculptures, meaning that if they don't keep enough silver in raw resource, they can get into the low silver problem easily.
English isn't my native language.