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RimWorld => Mods => Releases => Topic started by: Kiame on April 25, 2018, 12:42:15 AM

Title: [1.3] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on April 25, 2018, 12:42:15 AM
This mod allows you to adjust the frequency of trade ships on the fly! Safe for game already in progress.

The 'ships per day' setting is currently not working quite right. Set this value higher than 1 for better chances of seeing more trade ships.

For Randy, he's purely random and the value is the chance something will happen over other things. Default is 1. Setting it to 1000 will cause it to happen a lot more when there is an event.

Thanks to More Trade Ships (https://steamcommunity.com/sharedfiles/filedetails/?id=725465444&searchtext=) for the inspiration!

Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1369828656)

Direct Download:
1.3 (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/current/AdjustableTradeShips.zip)

B18 (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/B18/AdjustableTradeShips.zip)
B19 (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/B19/AdjustableTradeShips.zip)
1.0 (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.0/AdjustableTradeShips.zip)
1.2 (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.2/AdjustableTradeShips.zip)

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update

GitHub: https://github.com/KiameV/rimworld-adjustabletradeships

Translators:
XNoNameX - German

(https://steamuserimages-a.akamaihd.net/ugc/928181972180571956/C2204DB574C8E78956A40D6F928531C9DC6BD719/)

(https://steamuserimages-a.akamaihd.net/ugc/963096426579734445/81FE37A3429CA8C273DD79D51E1D95B28B9C23F6/)


Like my mods? Consider supporting me!
(https://i.imgur.com/i08683D.png) (https://ko-fi.com/kiamev)
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: BlackSmokeDMax on April 25, 2018, 02:06:21 PM
This is beautiful, thanks!

Always love the adjustable mods!!
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: Kiame on April 25, 2018, 02:31:44 PM
Update:
Added German translation. Thanks XNoNameX!
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: Kiame on April 25, 2018, 06:02:32 PM
Update:
Added settings for Ally Interactions once a game is running

Ally Interactions can be visitors, caravans (max of 5 at a time), and passers by.
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: Kiame on May 22, 2018, 02:38:20 AM
Update:
A positive feedback sound will play when Applying the settings from Mod Options.
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: zizard on May 22, 2018, 11:10:49 PM
This mod is great. Once you're played the game for a while, you progress more quickly, and the regular timings seem a touch slow. I think I usually reduce trade ship MTB by 2 and ally event settings by 1 each.
Title: Re: [B18] [KV] Adjustable Trade Ships [ModSync]
Post by: Kiame on June 21, 2018, 10:23:19 PM
Update for 1.0:
https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.0/AdjustableTradeShips.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 01, 2018, 12:24:27 PM
I think this isn't working correctly. Currently I get no tradeships at all anymore in my game. In the playthrough before that the mod definitely worked.

Also all options but the global and current game trade ships disappeared (there where other options, I think caravans and so). Might be that a new RW version broke it.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Platonov555 on July 01, 2018, 02:05:06 PM
Quote from: Syrchalis on July 01, 2018, 12:24:27 PM
I think this isn't working correctly. Currently I get no tradeships at all anymore in my game. In the playthrough before that the mod definitely worked.

Also all options but the global and current game trade ships disappeared (there where other options, I think caravans and so). Might be that a new RW version broke it.

doesnt work for me either, running .1948. No ships at all, no matter what I set.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 01, 2018, 05:44:55 PM
going to take a look now
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 01, 2018, 06:27:11 PM
Works fine on my side. As a note, not all story tellers can support this. If there are no options available then this mod will not work for that story teller

Note from the description:
Quote
Note: Only story tellers with the Ally Interactions component will have this option. Randy does not have this component and will not have this setting available.

If this is not the case let me know which story teller you're testing on and I'll take another look  :)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 01, 2018, 07:31:30 PM
That explains why I don't get other options on randy. However it doesn't explain why I get no trade ships AT ALL with randy. I'll test if I get them with Cassandra, but you should definitely fix that, since Randy is very popular.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 01, 2018, 07:43:45 PM
Basically this mod does nothing w/ Randy as there's nothing to modify
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 01, 2018, 11:57:15 PM
[1.0] Update:
Added text to explain when a story teller cannot be adjusted in the mod's Options
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 02, 2018, 07:26:51 AM
I can't say 100% but after changing to Cassandra and average interval to 1 day (yes I pressed apply) I didn't get any trade ships for several days, so I assume it's not working on Cassandra either. Thanks for the hint though, will probably make people wonder less why suddenly some options are gone on Randy =p

Edit: So since you updated EdB Prepare Carefully I can play my other save again. There this mod worked fine. And it still does apparently. Maybe it has something to do with starting a game on randy? I really don't know, it's strange.

Edit 2: I should mention I haven't retried since your update. I will during the next few hours. I see the apply buttons are gone, so you just made the changes apply automatically I assume (since that's how it is with your other mods).
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 02, 2018, 09:41:37 AM
an easy way to teat this is set the values to 0.001. You'll be flooded with ally interactions and trade ships

All interactions are determined by RNG so even at 1 day it could still be a few days

With the last update i also removed Apply. As a value is entered it will automatically get applied
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 02, 2018, 02:01:52 PM
I can say for sure that in my latest save it doesn't work. Set it to 0.001 and I got zero trade ships. In the save I started with Cassandra it works.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 02, 2018, 02:10:52 PM
Quote from: Syrchalis on July 02, 2018, 02:01:52 PM
I can say for sure that in my latest save it doesn't work. Set it to 0.001 and I got zero trade ships. In the save I started with Cassandra it works.

Who is the story teller in your current save?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 02, 2018, 02:52:23 PM
Quote from: Kiame on July 02, 2018, 02:10:52 PM

Who is the story teller in your current save?
I started it on Randy, but switched to Cassandra today to test if it had something to do with Randy. It doesn't work on either. Maybe it has something to do with which storyteller you start on, but I didn't get around to testing it.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 02, 2018, 03:09:36 PM
I've tested it on all 3 - Randy it doesnt do anything for - whether i add the mod to a new game or from a saved one (mod was disabled when it was created then added the mod and loaded the save)

Are you using any other trader mods? Like more trade ships?

Are there any errors in the console when modifying values?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 03, 2018, 09:02:33 AM
Old post: No, I don't use other trader mods, not even something that adds new traders. I don't think I've seen any errors in the console.

I can also confirm that when you add the mod doesn't matter. Though I might need to test on my Cassandra save (where the mod works) when I change it to Randy. On my Randy save (= the one I started with Randy) it doesn't help switching to Cassandra.




Okay this is very embarrassing. I just started a new game and realized that I made a second custom condition on my scenario which I never edited. And "disable incident" defaults to orbital trader arrival if you don't change it (if short circuit is disabled already). So yeah, apparently I disabled the incident and that's why it doesn't work even if I switch story teller.

I deleted the line from the save file and now if I switch to Cassandra it works fine. Still doesn't on Randy of course - would be great if you could figure that one out, I would love to play with Randy and still get regular traders (without having to add it to the scenario like it did back in B18).
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 03, 2018, 09:44:11 AM
Woohoo glad that is fixed.

Thing about randy is everything is random so i'm locked out. I'd have to start patching the code which is heavier/more intrusive than i want this mod to be
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: MisterLock on July 04, 2018, 10:55:57 AM
So does this mod have literally any effect on Randy? I installed it and even set the value of trade ships to 1 day in between but it still seems like they come whenever Mr Random wants...
Just asking to make sure, I did read what you said about ally interactions being completly based on the storyteller's will if you play with Randy.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 04, 2018, 05:03:39 PM
Quote from: MisterLock on July 04, 2018, 10:55:57 AM
So does this mod have literally any effect on Randy? I installed it and even set the value of trade ships to 1 day in between but it still seems like they come whenever Mr Random wants...
Just asking to make sure, I did read what you said about ally interactions being completly based on the storyteller's will if you play with Randy.

Correct this mod does nothing for Randy as he is, as coded, completely random
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 09, 2018, 11:45:32 AM
So, I had an idea. Why don't you just add the part with orbital traders to randy in a patch operation, then modify that in-game with your menu?


<Operation Class="PatchOperationAdd">
  <xpath>/Defs/StorytellerDef[defName = "Randy"]/comps</xpath>
  <value>
      <li Class="StorytellerCompProperties_SingleMTB">
        <incident>OrbitalTraderArrival</incident>
        <mtbDays>2</mtbDays>
</li>
</value>
</Operation>


Also, a suggestion that probably will make this mod hella popular: Add "WorldQuest" to the things you can modify. All storytellers have Worldquest components, so it would work for Randy out of the box too.

      <li Class="StorytellerCompProperties_CategoryMTB">
        <category>WorldQuest</category>
        <allowedTargetTypes>
          <li>World</li>
        </allowedTargetTypes>
        <minDaysPassed>6</minDaysPassed>
        <mtbDays>7</mtbDays>
        <mtbDaysFactorByDaysPassedCurve>
          <points>
            <li>(6, 4)</li>
            <li>(25, 1)</li>
          </points>
        </mtbDaysFactorByDaysPassedCurve>
      </li>


I'm currently writing a huge patch operation list for myself, because of 1.0 I have to reinstall Rimworld often, so I end up deleting everything and having to adjust many things I dislike about the base game again and again. With this "mod" I have more work once, but then I'm golden (until Tynan decides to do stupid stuff again like renaming ShootingAccuracy def to ShootingAccuracyPawn def... thanks, that broke half my modlist.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 09, 2018, 12:15:51 PM
I had considered patching Randy but tbh I want this mod to be 'light'

I have not done much on the story teller side so i'm not sure what adding Ally Interactions to Randy would do. I don't play with Randy usually so i'd have to rely on others to test it to make sure Randy still works the same
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 09, 2018, 12:39:19 PM
Not sure about ally interactions either, but orbital traders... well, worst thing that's gonna happen is that he just sends more (random ones and ones from the patched lines) and well, this mod is 99% for people who want more traders (and 1% who want less, if at all). So I don't see a problem. Yes light sure, but I'm pretty certain no one is going to complain about one patch if they can use a very popular storyteller with the mod =p
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 09, 2018, 12:48:05 PM
I'd like to avoid a patch in this case. I may look at adding a Mod Option to enable this on Randy and let people try it out. If it breaks anything i can remove it easy enough.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 09, 2018, 10:39:30 PM
Some initial testing and just adding FactionInteraction and/or SingleMTB { incident = OrbitalTraderArrival } is not enough to get Randy to create them.

At this point i am not planning to dive into the Storyteller code to figure out how Randy works.

Edit: Created a branch in git if anyone wants to try their hand at it (the Options page still needs some work)
https://github.com/KiameV/rimworld-adjustabletradeships/tree/1.0/addCompsToStoryTeller
The logic that adds/removes story teller comps is in StoryTellerUtil.cs (last 4 methods)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: NeoSono on July 27, 2018, 07:28:50 PM
The most recent patch to the unstable branch (1.0.1977) seems to have made the mod not work. I get some errors when loading with the mod and when trying to change setting it tells me it can not change cassandra, phoebe or randy.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 27, 2018, 11:52:30 PM
i'll take a look shortly
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 28, 2018, 02:55:15 AM
Easy enough to fix the error but the mod no longer works. Something changed under the hood and I'll need to do a deeper dive. I'll hopefully have this fixed tomorrow (Saturday)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 29, 2018, 12:30:06 AM
[1.0] Update
The underlying game code that handles trade routes changed. It no longer used Mean Time Between events to track trade ships and instead uses an On/Off Cycle

New settings:
On Days - The number of days orbital traders can appear on
Off Days - The number of days orbital traders will not appear on
Min Instances - Minimum number of of orbital traders that will happen over the On/Off cycle
Max Instances - Maximum number of orbital traders that will happen over the On/Off cycle

Don't be thrown off by the 'days' word. Under the hood, if i'm understanding it correctly, it's used as a percent chance the event will happen. Roughly speaking...
On Days = 7
Off Days = 8
There's a 47% chance over a 15 day period that a trade ship will spawn at any time (this is very rough and there's a lot more to the calculation but this hopefully gets the concept across). Over those 15 days there will be only 1 trade ship.


Notes:
-The easiest way to increase trade ship frequency is to increase the minimum and maximum instances per period of days. 100/100 will spawn the max (4) trade ships very quickly
-The easiest way to decrease trade ships is increase the On Days and Off Days. 1000 & 1000 will basically mean there will be 1 ship sometime in 2000 game days.


Ally Interaction have also changed and I have removed those settings for the time being.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: NeoSono on July 29, 2018, 02:01:16 AM
awesome, thanks for updating the mod :)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Canute on July 29, 2018, 03:40:13 AM
Any new week a new discovery challenge for Kiame. :-)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 29, 2018, 03:00:12 PM
I found number inputs were a little harder than I liked. They've been improved. I'll probably hold off on releasing a new version though until I have ally interactions in
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 29, 2018, 03:01:29 PM
It gives a null reference error if you want to start a game with HugsLib quickstart so essentially it disables the feature, because the map won't load.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Diedel on July 29, 2018, 03:08:52 PM
Quote from: Syrchalis on July 29, 2018, 03:01:29 PM
It gives a null reference error if you want to start a game with HugsLib quickstart so essentially it disables the feature, because the map won't load.

I think it changed yet again, now it is only <numIncidentsRange>1</numIncidentsRange> instead of min/max instances, the on/off days seems the same.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 29, 2018, 03:16:35 PM
Quote from: Diedel on July 29, 2018, 03:08:52 PM
Quote from: Syrchalis on July 29, 2018, 03:01:29 PM
It gives a null reference error if you want to start a game with HugsLib quickstart so essentially it disables the feature, because the map won't load.

I think it changed yet again, now it is only <numIncidentsRange>1</numIncidentsRange> instead of min/max instances, the on/off days seems the same.

numIncidentsRange is a FloatRange. numIncidentsRange of 1 translated to a constant of FloatRange.One which is Min and Max of 1.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 29, 2018, 03:26:08 PM
Quote from: Syrchalis on July 29, 2018, 03:01:29 PM
It gives a null reference error if you want to start a game with HugsLib quickstart so essentially it disables the feature, because the map won't load.

Just tested w/ quickload and it worked on my side. Can you give me the NPE you got and i'll take a look?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on July 29, 2018, 03:42:11 PM
Very odd, it works now, but it hadn't before. Thought it might be related to not having loaded a game before but that wasn't it. Maybe one has to set the options to anything (or at least open them to create a config file?).
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 29, 2018, 09:03:09 PM
I hopefully caught those edge cases. Of anyone else has an error pls include the error  :)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 11, 2018, 10:40:12 AM
(https://i.imgur.com/NROabC1.png)

So if I set it up like this, will I get at least 2 trade ships every day. expect one day, for a period of 15 days? Does another period start after that one is finished?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 11, 2018, 05:49:11 PM
heh i need to fix the second min instances to max instances
Your setting there means over each 15 day period 2 to 4 ships will show up where 1 day none will have a chance to show up
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 11, 2018, 06:12:33 PM
I see, any way to make it so every "On" day at least 2 ships show up? Like min ships per "On" day and max ships per "On" day.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 12, 2018, 01:03:25 AM
This will make it so every day there are 2 trade ships (there is a hard limit of a total of 4 trade ships at any one time)
On Day = 1
Off Day = 0.001
Min Ships = 2
Max Ships = 2
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 12, 2018, 10:04:22 AM
Thanks a lot Kiame
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 14, 2018, 06:03:28 PM
[1.0] Update
Fixed the wording in the settings menu. The second "Min Instances" is now "Max Instances"
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 20, 2018, 12:41:52 PM
Kiame I'm barely getting any ships, I followed your steps but it doesn't work :/

(https://i.imgur.com/Rbv1xJ7.png)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: BlackSmokeDMax on August 20, 2018, 12:47:13 PM
Looks like you are missing a zero in the off days entry.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 20, 2018, 01:54:41 PM
Won't let me add more than 2 zeros

Edit: Never mind, updated to latest version and edited the number on main menu, now it lets me add more zeros
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 21, 2018, 05:01:51 PM
I'm back and still barely getting any ships, don't really know what's wrong...
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on August 21, 2018, 08:57:40 PM
Maybe you're using Randy as storyteller - not sure if Kiame changed it that these settings work with Randy.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 21, 2018, 11:08:53 PM
I'm using Phoebe  :-\ :-\
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 22, 2018, 01:27:51 PM
Been out of the loop for a bit. I'll see if i can get some time tonight and see if something's changed on the unstable branch.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Goranchero on August 23, 2018, 03:31:50 AM
I have the same issue, but I believe it is due to conflict with some other mod, even though I set your mods to load among the last because something I use also conflicts with change dresser and weapons storage. Even modsync has issues with something from steam if it loads too early.

I presume in my case that it has to do with the Let's Trade! (https://steamcommunity.com/sharedfiles/filedetails/?id=1461185353&searchtext=) mod.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 23, 2018, 11:05:45 AM
Quote from: Goranchero on August 23, 2018, 03:31:50 AM
I have the same issue, but I believe it is due to conflict with some other mod, even though I set your mods to load among the last because something I use also conflicts with change dresser and weapons storage. Even modsync has issues with something from steam if it loads too early.

I presume in my case that it has to do with the Let's Trade! (https://steamcommunity.com/sharedfiles/filedetails/?id=1461185353&searchtext=) mod.

I have that same mod, will disable it and see what happens.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 23, 2018, 01:58:27 PM
I did not get a chance to look at this last night. I'll dive into the Let's Trade mod's code and see if it could be interfering
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 23, 2018, 04:33:03 PM
I already disabled Let's Trade and still getting almost no ships.  :-\
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 24, 2018, 10:39:27 PM
Just tested and it is working on my side (only mod that's enabled)

What values are you using? I used
On 0.001
Off 0.001
Min Instances 100
Max Instances 100

Maxed out to 4 rly quick

Just curious, what values have you tried?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 25, 2018, 01:03:06 AM
I tried the ones you told me before

On 1
Off 0.001
Min Instances 2
Max Instances 2

I changed the instances to 4
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 25, 2018, 10:30:47 PM
Im not getting any ships neither but I do have a bunch of mods, so probably something somewhere is causing a it. Such a pity. I tried to get into the logs but I dont understand shit
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Goranchero on August 26, 2018, 01:44:47 AM
Quote from: Kiame on August 24, 2018, 10:39:27 PM
Just tested and it is working on my side (only mod that's enabled)

What values are you using? I used
On 0.001
Off 0.001
Min Instances 100
Max Instances 100

Maxed out to 4 rly quick

Just curious, what values have you tried?

Well this resolved all issues for me, five minutes later I had 5 ships in orbit, 1..2..3..5 because the last two arrived in the same tick. And just a few seconds after the first two left another came and I constantly have 4 in orbit.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 26, 2018, 11:34:37 AM
I do wish the old way was still possible.

I'm brainstorming a better way to convey how to get this to work as On/Off days and Min/Max instances is not intuitive -- hint: I'm exposing the variables in the code itself.

Maybe what I'll do is:

<traders> orbital trade ships every <days>

In the background this would translate to:
On = <days>
Off = 0.001
Min = <traders>
Max = <traders>
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 26, 2018, 01:44:23 PM
1.0 Update:
The mod option page will hopefully more user friendly.

Added settings for Randy Random and other 'random' story tellers. Since random story tellers are 'random' the setting allows modifying the 'weight' (chance) an orbital trader will happen when it's time for a new event.

I've added the "Apply" button back - the auto-apply may not have been working as well as i though

For those that have been having problems please try this new version out and let me know if it's any better. (To see if any trade ships are happening try setting it to 100 trade ships every 0.01 days just to see if it's rng not being friendly or if this mod isn't applying)
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 26, 2018, 08:09:55 PM
I get this after changing the settings, not sure why.

(https://i.imgur.com/e8ACZii.png)

Heres the hugslib output if it helps in any way. Sorry for all the trouble.

https://gist.github.com/HugsLibRecordKeeper/0fa1d458c8e9943d171fd1dfe3244f1b
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 26, 2018, 10:09:16 PM
Grr here I thought I had covered all the test cases. Had you had this mod previously? If you reload the game does it work then? Which storyteller were you using? Was this an existing save with the old adjustable trade ships?

Just trying to figure out how to reproduce this problrm


Ack i found the problem. Will have it fixed shortly
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 26, 2018, 10:29:39 PM
Sorry about that, the issue should be fixed
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: rawrfisher on August 26, 2018, 10:30:08 PM
Quote from: Kiame on August 26, 2018, 10:09:16 PM
Grr here I thought I had covered all the test cases. Had you had this mod previously? If you reload the game does it work then? Which storyteller were you using? Was this an existing save with the old adjustable trade ships?

Just trying to figure out how to reproduce this problrm


Ack i found the problem. Will have it fixed shortly
Sounds like you need an edgecase to test your mods lol
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 26, 2018, 10:40:29 PM
Quote from: rawrfisher on August 26, 2018, 10:30:08 PM
Quote from: Kiame on August 26, 2018, 10:09:16 PM
Grr here I thought I had covered all the test cases. Had you had this mod previously? If you reload the game does it work then? Which storyteller were you using? Was this an existing save with the old adjustable trade ships?

Just trying to figure out how to reproduce this problrm


Ack i found the problem. Will have it fixed shortly
Sounds like you need an edgecase to test your mods lol

It was me adding something at the tail end of my testing which broken that tested edgecase  >:(

I really should add unit tests to my mods at some point
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: rawrfisher on August 26, 2018, 11:05:04 PM
Quote from: Kiame on August 26, 2018, 10:40:29 PM
Quote from: rawrfisher on August 26, 2018, 10:30:08 PM
Quote from: Kiame on August 26, 2018, 10:09:16 PM
Grr here I thought I had covered all the test cases. Had you had this mod previously? If you reload the game does it work then? Which storyteller were you using? Was this an existing save with the old adjustable trade ships?

Just trying to figure out how to reproduce this problrm


Ack i found the problem. Will have it fixed shortly
Sounds like you need an edgecase to test your mods lol

It was me adding something at the tail end of my testing which broken that tested edgecase  >:(

I really should add unit tests to my mods at some point
lol that works too
Tho recently I been breaking mods left right and center
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Canute on August 27, 2018, 03:20:26 AM
Maybe you should hire rawrfisher as personal quality control before you release a version ! :-)
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 12:56:02 AM
Updated for B19

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1369828656

Direct Download: https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/B19/AdjustableTradeShips.zip
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 29, 2018, 11:02:26 AM
Kiame for some reason if you try to start a new game with your mod it will crash after you choose your starting colonist(s), right when the map is generating.
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 11:08:33 AM
Hmm that's not good. I did test this before releasing it. To figure out if there's a way to reproduce did you have this mod previously?

Have you tried modifying the mod options? If you go to that screen does it work after that? This could be a problem that I was not able to test (having the old settings and the game trying to parse them which I will look into more/fixing if this is the root problem)
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on August 29, 2018, 02:03:28 PM
Kiame never mind it, game's not crashing anymore, what I did was load my actual game with ATS and save again so I don't get the mod mismatch message, went to main menu again and tried to start a new game and it worked.
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 29, 2018, 03:56:28 PM
I have been playing for around an hour and have gotten a total of 0 ships. I have it on 100 ships every 0.1 days. I dont get any erros thou. Just no ships.

It worked before the B19 update. Weird.
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 04:20:03 PM
Just to make sure. You're changing current game and hitting apply?
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 29, 2018, 04:21:36 PM
Both global and current game. Neither of them do nothing

(https://i.imgur.com/CDqaOVa.png)
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 06:04:43 PM
Do you have other mods enable? Does it work if it's the only.mod?
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 29, 2018, 06:05:48 PM
Just changed the mods load order and it started to work. Probably something causing a conflict since i do have a bunch of mods
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 06:54:09 PM
Thanks for the update DrOzon. Curious, did you move it up or down in the load order?
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 29, 2018, 07:01:41 PM
B19 update:
Fixed an issue where if no settings existed the game would fail to load. Sorry for any trouble!
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: DrOzon on August 29, 2018, 09:06:57 PM
Quote from: Kiame on August 29, 2018, 06:54:09 PM
Thanks for the update DrOzon. Curious, did you move it up or down in the load order?

Right now is in order 4 of 32 mods, before it was last. So up the load order.
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 31, 2018, 12:41:20 AM
Update:
Added Spanish & SpanishLatin translations. Thanks DrOzon!
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 31, 2018, 10:18:15 PM
Update:
Made some modifications. Please try again with more sane values (like 1 ship per day) and see how it turns out (Randy is not effected with the changes)
Title: Re: [B19] [KV] Adjustable Trade Ships [ModSync RW]
Post by: xion1088 on September 01, 2018, 02:53:36 PM
Ayy Kiame I don't know what you did but i'm getting a lot of more ships now, thanks!
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on October 18, 2018, 01:03:04 AM
Updated for 1.0
https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.0/AdjustableTradeShips.zip
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Syrchalis on October 22, 2018, 03:06:07 AM
Randy setting doesn't seem to save. I have to set it and apply it every time I restart Rimworld and load my save. The orbital visitor weight im talking about.
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: tottiy on October 24, 2018, 10:26:23 PM
the link is not working and the github is trading spot instead. plz fix!
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on October 25, 2018, 12:59:23 AM
Quote from: tottiy on October 24, 2018, 10:26:23 PM
the link is not working and the github is trading spot instead. plz fix!

Oops! Fixed

https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.0/AdjustableTradeShips.zip
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: tottiy on October 25, 2018, 07:52:41 AM
Thanks for the fast response! May the land sprout under your feet and may you never know hunger!
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Moriros on March 20, 2019, 02:35:51 PM
Hi, this mod is not displayed for me under the "mod settings" submenu. where can i change settings of this mod?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Canute on March 21, 2019, 03:47:35 AM
Moriros,
if you don't see the mod settings, you prolly didn't install the mod at the right way.
Open Mods folder
Open AdjustableTradeShips folder
Look if you can see About and Assemblies folder, then is all ok, but when you just see another AdjustableTradeShips folder you need to move it.
If you miss Assemblies folder, you download the master not from Release.


Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: skay0528 on January 03, 2020, 09:33:13 AM
well i have the same problem as him nothing shows in mod sittings and the mod is installed rigth and still nothing shows can anyone help ?
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on January 03, 2020, 09:22:04 PM
Nothing has changed with this mod for a year. Make sure you're downloading from here:
https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.0/AdjustableTradeShips.zip
and unzipping into the Mods folder

RimWorld\Mods
-AdjustableTradeShips
--About
--Assemblies
--Languages
Title: Re: [1.0] [KV] Adjustable Trade Ships [ModSync RW]
Post by: 12345abcde on January 17, 2020, 06:10:57 PM
So does this mod end up working for Randy? I'm assuming if we set an high value we're basically never gonna get any other event outside of trade ships, right?
And if we use Cassandra does having a low value (so more ships) not dilute the events pool?
Title: Re: [1.1] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on March 02, 2020, 12:39:59 AM
Updated for 1.1 - https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/1.1/AdjustableTradeShips.zip
Title: Re: [1.1] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on March 07, 2020, 01:42:57 AM
Update:
Fixing an issue with random-based story tellers where Orbital Visitor Weight was not getting set after a save was reloaded.

The default weight is 1. Setting to 1000 will make sure Orbital Visitor events fire very often. There are multiple events that fall under Orbital Visitor and only one is Orbital Trader. Randy will put out a random event roughly every day so whether or not it's an Orbital Trader is all up to luck.
Title: Re: [1.1] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on May 30, 2020, 01:56:25 PM
Update:
Added Russian translation. Thanks Tkhakiro!
Title: Re: [1.2] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on August 12, 2020, 12:24:05 PM
Updated for 1.2 - https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/current/AdjustableTradeShips.zip
Title: Re: [1.2] [KV] Adjustable Trade Ships [ModSync RW]
Post by: demeggy on September 19, 2020, 03:56:00 PM
Trading stopped working for me completely suddenly today, no apparent reasoning. Went into the mods settings, and it looks like the configs borked.

(https://i.gyazo.com/08cc43076ccaf50a553f8bc264589198.png)

Redownloaded from the Steam Workshop, but same issue.

Any suggestions?
Title: Re: [1.2] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Canute on September 19, 2020, 04:52:57 PM
demeggy,
first question is allways, do you have any error (special repeating ones) at the log ?
Title: Re: [1.2] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on September 19, 2020, 04:56:35 PM
What's borked? As I asked in the steam page what storyteller are you using? Since it says Random Weight i'm assuming you're using Randy? You can try setting the random weight really high and see if you get more ships. Though Randy is truely random so your millage will vary.

I'll mention this again, "orbital trade ships every" and "days" is only for non-random storytellers. "orbital visitor random weight" is only for random storytellers
Title: Re: [1.2] [KV] Adjustable Trade Ships [ModSync RW]
Post by: demeggy on September 19, 2020, 05:22:18 PM
Quote from: Kiame on September 19, 2020, 04:56:35 PM
What's borked? As I asked in the steam page what storyteller are you using? Since it says Random Weight i'm assuming you're using Randy? You can try setting the random weight really high and see if you get more ships. Though Randy is truely random so your millage will vary.

I'll mention this again, "orbital trade ships every" and "days" is only for non-random storytellers. "orbital visitor random weight" is only for random storytellers

My apologies, did the age old tradition of not bothering to read posts correctly ;)

I'm using a custom storyteller. I'll switch over to Cassy or the likes - thanks for swift reply.
Title: Re: [1.3] [KV] Adjustable Trade Ships [ModSync RW]
Post by: Kiame on July 05, 2021, 12:56:51 AM
Updated for 1.3

Direct Download (https://github.com/KiameV/rimworld-adjustabletradeships/releases/download/current/AdjustableTradeShips.zip)

Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1369828656)