RimWorld
Auto Seller
438 Komentar
Shepard 14 Okt @ 2:13pm 
Does not really work with Gravships. Create rules, fly to new area, lose rules... :(
Dingz_Bumz 1 Okt @ 10:33am 
@Sorenson I think the Autosell rules are saved for each collony seperately, so if you land somewhere else and the game consers that as a new collony you need to set them up again.

Workaround: Make a different savegame, set up all rules there, import them for each new collony
Jamsheed, RPG Boss 10 Sep @ 9:01pm 
Pretty sure this is not compatible with the gravship update. There has been no communications from the dev to tell us how it should work, and it definitely isn't working right.
Sorenson 10 Sep @ 7:39am 
If I have rules setup and then go to space and return (on a gravship) they'll all be gone. The autoseller screen also won't open at all in space.
[TR] James [YT] 20 Agu @ 6:43am 
the interface never loads and just says initialising
TioTrix 19 Agu @ 3:24pm 
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()
when someone other use the orbit trade thingy
Ravayen 8 Agu @ 10:01am 
Slight gameplay incompatibility with Hospitality mod...Apparently guests can be bargained with automatically and they dont have to pay if they have no silver.
Had my trader autosell to a pawn that stayed as guest after saving him from downed status and he payed 0 silver for an automatic pistol.
Jamsheed, RPG Boss 2 Agu @ 8:44pm 
Hi, do you have any info on how to use this with a gravship? I can't even click the button to open the UI for autoseller.
Just 27 Jul @ 3:03pm 
Hi @Supes, it seems that the search field doesn't work anymore. Cannot find items when looking in Category filter
chrizbreck 13 Jul @ 8:54pm 
Its not so much a bug but due to the way auto sell works it seems when you grav ship to a new map you lose your settings. I thought maybe if i printed a shopping list and carried it with me it would work but alas it does not.
Proxyer 7 Jul @ 3:01pm 
Thank you for your update works:cupup:
Teemo 4 Jul @ 9:16pm 
do you plan on updating for 1.6? If not, do you have a github or something that I could work on updating it for 1.6? I really like this mod and use it in all my playthroughs
Nirahiel 18 Feb @ 4:34am 
I was looking for a way to filter specifically for slaves, and I found it (can't edit comments so I deleted it and I'm remaking it)
Basically it's under the "prisoner" filter, there's a radio button to select slave. Then if you just want all slaves, select all checkmarks
Jack 9 Des 2024 @ 6:12pm 
Avoid repetitive strain injury :)
Jack 9 Des 2024 @ 6:11pm 
This mod is fucking amazing. Do yourself a favour and download it, it only took me about ten minutes to fully understand (I think) how it works.
TheSevenSins 9 Des 2024 @ 3:55pm 
Is there a way to sell duplicate gene packs? I believe when I tried it sold genepacks I had 1 copy of
Cosmo Corban 22 Okt 2024 @ 8:34pm 
Getting errors when trying to use trade with the empire with any aerial vehicle expanded.
https://gist.github.com/HugsLibRecordKeeper/f18a6994b9245ff571fb2d1c2648496f
samtowers08gamer 13 Okt 2024 @ 3:24am 
Simple How To
Trade Window: Click on the $ next to the thing you want a rule for, say bows.
do something, say sell, using the quantity values.
Accept
Click the Big $ bottom right in Trade Window.
Trade values should auto adjust for a sell.
..and then next time you trade bows will be automatically sold.

A bunch of those rules just solves problems. Novice Tip: Don't make it complicated, just make em.
Click $ next to a bow and Accept. Bham, new rule for selling all of that type of bow
Like seriously, thinking about it later, instead of spending ages making a complicated rule that filters for 3 types of bows, I could have just clicked, accepted and gotten on with my life.

Rimworld game screen --> Bottom Right --> Auto Seller icon
See all the rules you made above, create more

Definitely watch the videos for the inner working of rules. Take your time, it's a lot to take in.
samtowers08gamer 13 Okt 2024 @ 3:19am 
OK Colour me Impressed !
I had a hard time figuring this out (say 1hr) but I am now definitely a convert...

I set up some rules to this:
Buy medicine,
Sell some clothing
Sell Tribal weapons.

This just autotraded most of that crap.
They had 156$, and this mod shifted 155$ worth of the above stuff. I had more than 156$ of items to sell so this mod automatically figured out the best fit to max out the trade. Like wow, no more fiddling with that.
OH MY GOD YES. SO F'ING QUICK (once set up)

I was using Wishlist - that only highlights things to buy. This will actually do the buy /sell.
..and you can sell equipped items bha ha ha.

No doubt I am going to find more and more excellent things to do with it.

Also check out CTRL F mod, as it also uses filters. Use that with Custom Alerts and you can be alerted for just about anything
Million 7 Okt 2024 @ 10:49am 
Hi, I don't believe the mod filters, for genes, are checking gene vaults from resplice core.
cashewolf 20 Sep 2024 @ 1:17pm 
TL;DR: Anyone else missing ranged weapon damage in their stats filter? Or have any other missing stats?

Hey, first off, this is one of my must-have mods. I don't think it's too complicated at all, especially if you watch the videos. It can be as simple or as complex as you'd like, which is great for people like me who like to dial things in.

I do have one question though regarding the statistics filter. I've noticed that a bunch of categories are showing up empty for me.

For example right now I'm trying to filter ranged weapons by damage but when I click on the weapons category it is blank. The "Weapons (ranged)" category shows things like accuracy, but several stats are missing such as damage, fire rate, etc. It's not just weapons, there are multiple categories that are either blank or missing stats, that was just one example.

So my question is: is this likely due to a mod conflict, or is this just how it is at the moment? Thanks to anyone who can help me out with this :)
karolkrg 7 Jul 2024 @ 12:28pm 
Can you set what to auto buy or sell during caravan while visiting settlements? I remember that there was a mod where you can choose what items are interesting but can't find it now.
wyce 23 Jun 2024 @ 10:14am 
can we get a filter for stack size? id like an option to keep x stacks of an item
Nirahiel 28 Apr 2024 @ 7:52am 
Could you add a filter for books that teach technologies that are (not) researched (including anomaly's dark tech), and techprints or techs that (don't) need more techprints to unlock ?
靜薰 9 Feb 2024 @ 3:42am 
I haven't encountered any problems when using both at the same time.
What problems did you encounter?
Cosmo Corban 8 Jan 2024 @ 6:44pm 
May I ask for a compatibility patch for Dynamic Trade Interface.
https://steamproxy.com/sharedfiles/filedetails/?id=3020706506
IzzycoreTTV 30 Des 2023 @ 6:10am 
When trying to use the Within Zone filter, my game kind of just... freezes? I can only click the Accept and Cancel buttons, but they don't do anything. Nothing happens when I press ESC, or any other shortcuts, meaning I have to ALT + F4 my game... I haven't discovered this issue with any of the other filters as of yet.
🆃🅴🅰🆁🅻🅾🆆 1 Des 2023 @ 6:39pm 
[] = Group
() = Filter
"" = Selected nodes

[Root] AND [(Category, "Any Melee")] AND [(Quality, "")]
Results in all normal melee weapons are listed.

[Root] AND [(Category, "Any Melee")] AND [(Quality, "Awful, Poor, Normal")]
Shows awful and poor but not normal.

Did something change? I've always used this sort of setup. Well, technically, there's more to it, but this seems like a bug to me. If not, how would I go about it now?
Demetrio 26 Nov 2023 @ 7:32pm 
Jesus Christ, this mod is needlessly overly complicated
FurtherV 7 Nov 2023 @ 10:45am 
A small question regarding filters. If I use the category filter and use "Any apparel", it does not actually use any apparel but none. I need to add all the subcategories so it has the correct effect. Is that intended?
FurtherV 12 Okt 2023 @ 10:35am 
With the Biotech DLC, a filter for genepacks would be nice, including the functionality to buy any that contain an not yet owned gene.
Dimitrion 6 Sep 2023 @ 10:51am 
how would i delete existing rules?
Towarzysz Ujma 1 Mei 2023 @ 5:27pm 
I think it's little too complicated.
AngleWyrm 4 Apr 2023 @ 12:13am 
Interface is too complicated to use.
>_ Frank Unterholz 20 Jan 2023 @ 5:39pm 
It appears that Armor is now showing up in the purchase notification. Also, it seems to me that its somewhat broken on larger colonies. I have 100k fabric laying around, and a rule to sell it; however it does not sell it unless some specific cases are met, but yet I am unable to totally reproduce exactly.
Erazil 10 Jan 2023 @ 2:15am 
Hi Supes, I agree with the others here, adding support for the Trader Ships mod
( https://steamproxy.com/sharedfiles/filedetails/?id=2046222331 )
would be really nice !

there is another mod that could be interesting to add to the compatible/synergy mod:
Vanilla Trading Expanded
( https://steamproxy.com/sharedfiles/filedetails/?id=2785616901 )
which adds price fluctuations (among others)

your mod here has a filter for purchase prices but not for sale prices, which with VTE means selling auto without any price control and selling products with a 99% drop in some cases :'(

I don't know if you have the time or the desire to look at all this more closely but in any case I thank you greatly for the work that you share with the community (and not only for this mod ;) )
CMaia 23 Nov 2022 @ 2:12am 
seeing this mod https://steamproxy.com/sharedfiles/filedetails/?id=2876902608 made me think that auto sell could really use equations to buy and sell dynamically and give more control on your items and wealth
Teusdv 16 Nov 2022 @ 7:20pm 
compatibility with trader ships and Trade UI Revised would be awesome!
麻雀 8 Nov 2022 @ 9:30am 
Hopes to add support for trader ships
FoogBox 24 Okt 2022 @ 5:31pm 
My filter's still broken. 1.3.3311 would be version-1.3.latest, right? Idk what's up, either the fix didn't actually change anything or there's something wrong on my end. My workshop items are definitely up to date, at least.

The error I'm getting is a literal copy-paste of the one below.
Greysuki 21 Okt 2022 @ 8:01pm 
Thanks!
Supes  [pembuat] 21 Okt 2022 @ 10:17am 
1.3.3311 issue, I was loading the wrong folder, I corrected it and should be fixed now
Greysuki 21 Okt 2022 @ 6:41am 
Exception filling window for RWAutoSell.ASRuleNodesDialog: System.TypeLoadException: Could not resolve type with token 01000067 (from typeref, class/assembly Steamworks.SteamAPI, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)
at RWAutoSell.ASRuleNodesDialog.PropertyWindow (UnityEngine.Rect inrect) [0x0011c] in <6d155cfc8a8044ff91cc3c4408b80517>:0
at RWAutoSell.ASRuleNodesDialog.DoWindowContents (UnityEngine.Rect inRect) [0x0004e] in <6d155cfc8a8044ff91cc3c4408b80517>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Greysuki 21 Okt 2022 @ 6:37am 
yeap, filter is broken now.
Ben_Carter 21 Okt 2022 @ 1:01am 
I just have a grey box with nothing to interact with whenever I'm trying to add or edit a filter. Groups and test show the UI as normal however.
Proxyer 20 Okt 2022 @ 4:42pm 
Supes, Thank you for update works! :lunar2019laughingpig:
Reishe 5 Jul 2022 @ 9:25pm 
Hi, can you add compatibility with the trader ships mod so that my warden can auto-bargain with the ships when they land?

https://steamproxy.com/sharedfiles/filedetails/?id=2046222331&searchtext=trader+ship
FurtherV 10 Jun 2022 @ 3:23am 
How would I make all my buy rules only happen when I am above 1000 silver?
For example I only want to buy steel when I am above 1000 silver and below 1000 steel.
The part with the steel is really simple, but how would I make multiple rules only happen when I am above 1000 silver? Chain rule with negated low stockpile for silver?
ilhanSerdar 22 Mei 2022 @ 1:19am 
I want ot sell excess apparels. Set the quantity of shirts that I want to keep and autosell the excess. But I want to keep higher quality in my store. How to specify that? I wish selling start from lower quality goods.
Supes  [pembuat] 20 Apr 2022 @ 2:35am 
@AFLD a negated group containing a low stack filter, you can set it as Specific Def.

@mupe3 if you're planning to move it rules between computers, or just clean up your save files, you can export rules from the import dialog, right click and add will export your rules to an external file at "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ASExports"
but settings such as trading behaviour settings you unfortunately cant.