Trading

Started by Telarin, March 10, 2015, 09:14:40 AM

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Telarin

Now that all items decay when left outside, this creates an issue with trade goods. Since the trade beacon must be outside, it leaves any trade goods that I might want to send up to a trader sitting outside and rotting. Has anyone come up with a good solution to this problem so that goods can be in the beacon stockpile without rotting?

YamiKaitou

You can put the beacon under a roof now. The traders will pick up your items but whatever they send you in return will not go to a beacon that is roofed. What I did was have 1 beacon inside where all my tradable stuff goes and then another one outside for when I receive stuff.

Covered in Weasels

Quote from: YamiKaitou on March 10, 2015, 09:38:24 AM
You can put the beacon under a roof now. The traders will pick up your items but whatever they send you in return will not go to a beacon that is roofed. What I did was have 1 beacon inside where all my tradable stuff goes and then another one outside for when I receive stuff.

A tooltip explaining this should be added in game, I've seen several people who were confused by this change or who weren't aware of it in the first place.

YamiKaitou

Quote from: Covered in Weasels on March 10, 2015, 01:33:41 PM
Quote from: YamiKaitou on March 10, 2015, 09:38:24 AM
You can put the beacon under a roof now. The traders will pick up your items but whatever they send you in return will not go to a beacon that is roofed. What I did was have 1 beacon inside where all my tradable stuff goes and then another one outside for when I receive stuff.

A tooltip explaining this should be added in game, I've seen several people who were confused by this change or who weren't aware of it in the first place.
It could be a bug as well as it wasn't listed in the changelogs.

cultist

Quote from: YamiKaitou on March 10, 2015, 03:22:40 PM
It could be a bug as well as it wasn't listed in the changelogs.

It's not a bug. However, trading with spaceships is supposedly a placeholder until a more local trading system is implemented.

Vexare

Quote from: cultist on March 10, 2015, 05:25:48 PM
It's not a bug. However, trading with spaceships is supposedly a placeholder until a more local trading system is implemented.

Has it ever been mentioned what that trading system might be? Direct trade with the neighboring colonies? I hope so, that would make diplomacy and faction favor much more meaningful than just keeping them off your back or "visiting your freezer" as someone humorously put it one way or the other. :)

joescoolpub

When i go to my comms console and select "Call So and so", it wont bring up the window.... I have an insane amount of resources, does that have anything to do with it? Please help me, I need more slaves!
I like turtles.

TheSilencedScream

Quote from: joescoolpub on March 11, 2015, 12:58:27 PM
When i go to my comms console and select "Call So and so", it wont bring up the window.... I have an insane amount of resources, does that have anything to do with it? Please help me, I need more slaves!
Without mods, you can't call ships to trade at will. You have to wait until they arrive. Slavers are also the rarest form of traders, I believe, and won't visit if the game feels that you have too many colonists.
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

cultist

Quote from: Vexare on March 10, 2015, 10:15:54 PM
Has it ever been mentioned what that trading system might be? Direct trade with the neighboring colonies? I hope so, that would make diplomacy and faction favor much more meaningful than just keeping them off your back or "visiting your freezer" as someone humorously put it one way or the other. :)

Quote from: Tynan on February 26, 2015, 10:32:03 PM
It's dumb that they can trade with spaceships at all. It's just a stopgap because ground traders are so difficult to do. I still hope to switch all the trade to ground caravans - some day.

Mathenaut

Quote from: TheSilencedScream on March 11, 2015, 01:31:38 PM
Quote from: joescoolpub on March 11, 2015, 12:58:27 PM
When i go to my comms console and select "Call So and so", it wont bring up the window.... I have an insane amount of resources, does that have anything to do with it? Please help me, I need more slaves!
Without mods, you can't call ships to trade at will. You have to wait until they arrive. Slavers are also the rarest form of traders, I believe, and won't visit if the game feels that you have too many colonists.

Which is awkward, because as someone that runs with a low number of colonists, I get slave ships when I need other types.

To make it worse, the  frequency of ships overall still decreases over time. Really need something interim.

TheSilencedScream

Too late for any current save files, but I'd recommend the Miscellaneous mods. It turns some of your visitors into traders who will plop down a tent that you can trade at. You still need a beacon in order to trade, but trade is done directly through the tent instead of the Comm.

Notes:
1.) They tend to either plop them outside your base or in front of wind turbines, so just keep an eye out.
2.) If any of them are injured/killed while visiting you (even if it's by someone else), they hold you somewhat responsible and your relations will take a moderate hit.
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

Mathenaut

Quote from: TheSilencedScream on March 11, 2015, 10:12:59 PM
Too late for any current save files, but I'd recommend the Miscellaneous mods. It turns some of your visitors into traders who will plop down a tent that you can trade at. You still need a beacon in order to trade, but trade is done directly through the tent instead of the Comm.

Notes:
1.) They tend to either plop them outside your base or in front of wind turbines, so just keep an eye out.
2.) If any of them are injured/killed while visiting you (even if it's by someone else), they hold you somewhat responsible and your relations will take a moderate hit.

I love this. Especially if it accounts for the present 'rescue' system.

If I was really worried, I'd just capture/release them for major raids.