RimWorld

RimWorld

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Trade Ships No Matter What
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
852.366 KB
23 Nov, 2020 @ 12:54pm
12 Aug, 2024 @ 1:08pm
19 Change Notes ( view )

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Trade Ships No Matter What

Description
Doesn't break saves! You can both add this mod mid-save and remove this mod mid-save with zero problems.

Tired of trade ships not showing up? Think it's stupid that you've only got 2 orbital traders in the 6 years of your colony's existence? Do you have mods that are breaking traders? Is the More Trade Ships mod not working for some reason? Is Randy being a ♥♥♥♥♥? Shocked how traders show up orders of magnitude less often in 1.2 than in 1.0? Well that's why I made the Trade Ships No Matter What mod. This mod does just what the name says. It triggers an orbital trader event every x days completely disregarding any and all other game code having to do with storyteller interaction, what's going on, mods that mess with traders or anything else. If you set this mod to spawn a trader every 3-5 days and put it at the bottom the your mods list, it will make a trade ship show up every 3-5 days no matter what.

It also fixes a "feature" added in 1.2 where in some saves, zero orbital traders with uranium will ever spawn. It uses an xpatch def so the likelyhood of it causing mod conflicts is very small. However if you notice your bulk goods traders aren't carrying uranium, putting this lower on your mod list should fix it.

changes in the 1.5 version
There is now an option to disable logging output which is off by default.

tl;dr
This mod makes there be more trade ships and it isn't susceptible to the same problems that make other types of trade ship mods not work.

Here is the link to the github repository for this project. [github.com]

If you've enjoyed playing any of my mods, consider buying me a coffee.
[ko-fi.com]
Popular Discussions View All (4)
3
8 Dec, 2020 @ 1:07am
Encountering very specific bug
tide{S}haper industries
1
11 Aug, 2021 @ 8:39am
Getting the grey screen of death for the first time by this mod.
Hamzhu
0
27 Dec, 2022 @ 2:24pm
Update Steam version
NPOu
165 Comments
Windows XP  [author] 11 Jul @ 2:21pm 
It depends. I have a busy weekend but that might not stop me. Maybe I'll have some of my mods updated tonight. Maybe I'll run into problems and it'll take me until next weekend. I doubt it's going to be more than a week.
TSense 11 Jul @ 12:49pm 
Thanks for planning to update. Do you have a rough timeframe for those about to set up new modlists? 1 week? 2 weeks? 1 month? more?
I am not in a hurry, but it would be great to know when I can start checking
Windows XP  [author] 10 Jul @ 4:18pm 
yeah when I first made this mod a long time ago, if there existed ways to insert custom save data into saves, it wasn't well-known. So I had to improvise with possibly one of the gnarliest harmony hacks ever deployed into a rimworld mod. I put great care into making sure it would never corrupt anyone's save and it has multiple layers of redundant error and null checking. I'm surprised that hack has been in the code for so long without ever getting broken

If you don't see any red errors, you're fine.

When I update this for 1.6, if I can find a proper and better way of inserting custom save nodes into rimworld save games, i'll get rid of that ridiculous code.
321123 23 Jun @ 12:31pm 
lol i just realized i have this issue i don't see the "if you are reading this, all the stuff got loaded correctly" message and i have some traders show up which i don't see in the config options. I thought it was some mod miss match but i guess not.
Windows XP  [author] 22 May @ 7:18pm 
@Snappa huh, I never thought of that. I'll see what I can do next time I get a chance.
@saltyThorn that option only makes it so that traders generated with this mod won't be any of the disabled trader types. When the game decides to generate a trader naturally, it follows vanilla trader generation rules.
Snappa 15 May @ 12:04am 
One issue I have is i have more trader varieties than fit in the mod options window, is it possible to add a scroll bar to the menu or to make the window bigger?

also, is there a config file somewhere that i would be able to edit manually to change which traders will spawn and which ones won't? thanks
Windows XP  [author] 25 Jan @ 8:52am 
Are you sure you have a trade beacon? It won't let you open the trade window if there isn't at least 1 owned trade beacon on the same map as the trade console. I just tried the mod with a minimal mod list and also with my personal modlist, which has a lot of crap in it, and it worked, but this was coming from a clean install.

Try deleting the file called "Mod_2296557502_TradeShipsNoMatterWhat.xml" in "Ludeon Studios/ Rimworld by Ludeon Studios/Config". This might be in your AppData folder somewhere but for me its in home/.config/.
Irae 24 Jan @ 12:07am 
Hi, i can't open the trade windows since yesterday, i haven't add any mods. Is there a way to "purge" a cache or something for your mod please?
Windows XP  [author] 14 Jan @ 8:28pm 
Not easily. I don't doubt it could be done, but that's going to have more issues with peoples modlists and I'm not one of those Rimworld mod creators that fixes issues fast, lol.
Corduroy Cordoba 7 Jan @ 9:26am 
Could trade ships be changed to a global event, similar to solar flares? That way, it wouldn't matter how many colonies you have...