[1.0] Auto Seller - (v2.0.4.2) (13-12-2019)

Started by Supes, July 14, 2015, 05:03:35 PM

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Canute

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).

Supes

#241
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







GitHub


Also check out AutoCaravanEquip Extension if you haven't yet
https://ludeon.com/forums/index.php?topic=43405.0

jc_smo

It had downloaded all versions less than 2.01. None had worked so far. Many thanks for telling me what version was needed <3

boxing123

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.   

Supes

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.

boxing123

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.     

Supes

#246
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.

boxing123

Cheers. I will give it a go over the weekend and post how things go. Thanks for all your work on this.

Supes

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







GitHub

boxing123

This have been working perfectly for me now after the latest release.

Cheers

Fluffy (l2032)

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!

Supes

#251
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







GitHub

edit:
2.0.1.8
Fixed Drag Reordering
Fixed Filter Select Cancel

Supes

Just another small update.

2.0.1.9
Added some tooltips
Changes to the Separate Defs flag







GitHub

dr33mz33

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

Supes

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.