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Wealth-Scaling Orbital Traders (1.4)
   
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Mod, 1.4
File Size
Posted
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22.809 MB
17 Dec, 2023 @ 1:15am
20 Dec, 2023 @ 9:30pm
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Wealth-Scaling Orbital Traders (1.4)

Description
A simple Harmony-based mod that increases the amount of items sold by orbital traders based on your colony's wealth, up to a defined limit (which can be changed or removed).

Configurable and likely compatible with most basic mods. Untested with Combat Extended or Multiplayer.

With the default configuration, 2x trader stock is reached at 240,000 colony wealth. The default cap of 5.5x max stock is reached at 3,760,000 silver's worth of colony wealth. These values can be changed to what you see fit, based on your mods & playstyle.

Notice: If your modpack is extremely large, this mod may significantly worsen loading times. My modpack with ~200 mods is not significantly affected, but this definitely could vary based on your modpack. Also note: massively increased trader stocks can cause a lag spike upon opening a trade menu, especially for stock generators like genes or animals.

V1.1 Update
-I added preliminary support for increasing the stock of non-orbital traders. *Wealth scaling of non-orbital traders is disabled by default*; also it may not work properly yet.

-I also added many more granular options to the mod -- now you can change the default scaling of each type of orbital trader AND change stock scaling on a *per-item basis* (more specifically, you can now change the scaling of each distinct type of stock generator, pulled from all traders, both vanilla and modded).

This update took a lot of time and effort; I may have done something incorrectly along the way. Please let me know if you experience any issues!
Popular Discussions View All (1)
0
20 Dec, 2023 @ 9:42pm
PINNED: Bug Reports
Daxturus
17 Comments
Stim The One 11 Mar @ 8:23pm 
Oh, THIS... this is needed. Late-game I feel like trade ships can't properly serve my needs. Sorry to hear that it's hard to do that update, but when it's done... let's just say I wish this was base game. It's that good.
Jacques Ohff 26 Apr, 2024 @ 3:37pm 
Take your time and no pressure, I'm aware it's not an issue that you've caused to begin with and I'm glad to hear that it's not something only I'm experiencing. Thank you for your work, this mod makes late-game playthroughs so much more fun.
Daxturus  [author] 25 Apr, 2024 @ 4:08pm 
Dissy, I'll probably make a 1.5 version eventually; it will be some time, though. I'm heavily invested into Project Zomboid at the moment. I'll get around to the update sometime later this year, likely in Q3, possibly in Q4.

The mod should still be perfectly functional in Rimworld 1.4; I haven't tested it in 1.5.

Jacques Ohff, I also encountered the genepack stacking issue. No promises about anything, but one day I might look into Rimworld's genepack stacking source code to see if there is something I could do to fix it. It is potentially doable.
Jacques Ohff 20 Apr, 2024 @ 4:10am 
I'm not having an error per-se, as much as I'm wondering if there's a fix for gene packs all filtering into a single stack after a certain point when buying? It seems to be an issue when there's more than a certain amount of gene packs for sale (around 10 I think?) and they all combine into one stack. This makes it impossible to actually buy gene packs from orbital traders and it often buys a random one from the stack, not the one on display in the shop. This seems to be a vanilla issue, however and not actually directly caused by this mod as much as the traders carrying that many gene packs seems to have been unintended.
Dissy 15 Apr, 2024 @ 9:28pm 
This is a good mod could we get a 1.5 update?
SpaceDorf 21 Feb, 2024 @ 8:59am 
@Daxturus
Thank you for answering.
It really weirded me out that the game took so long to load all of a sudden. Especially since all of the Performance and Check Mods are allready in my modlist.
That why I learned so fast what was the problem ( Dubs Loading Analizer .. or something )
I am taking a sabbatical from Rimworld as well, since I fracked my modlist so hard, that I had to abbandon 3 games because of fps-death and crashes.
Just when I had my modlist below 500 again
Daxturus  [author] 20 Feb, 2024 @ 8:22pm 
Sorry for the late reply, SpaceDorf. While the mod uses C# to change stock generator behavior, this mod also uses XML Extensions and a pretty complex patch to generate its config menu. Because of these patches, the load time of this mod is affected by the number of stock generators in the game; small and medium modpacks should not be affected by this mod very much. But for modpacks that already take 15 minutes to load... yikes. I do not recommend this mod for extremely large modpacks. Sorry about the tripled load times. I should write a disclaimer.

One day I might get around to rewriting the mod settings in C#, 1) to avoid the XML Extensions dependency, and 2) to hopefully optimize the mod, but I've lost interest in Rimworld for the moment.

If anyone else wants to optimize this mod, be my guest -- just please don't reupload the mod without making significant improvements to performance and/or the config menu, and remember to give credit on the mod page if you do reupload the mod!
SpaceDorf 21 Jan, 2024 @ 4:08am 
Sadly I had to remove this mod from my list ..
it about tripled my starting time from 10-15 minutes to nearly 45 minutes.
Stallion 22 Dec, 2023 @ 11:28pm 
How did it take THIS LONG for this to get made?
xxx_420_Bad_Boy [Wizard_Cum] 22 Dec, 2023 @ 1:52pm 
It was trying and failing to generate trader stock (stock generator error or something?) In various categories. But I'm pretty sure it's just that Rimworld gets really fucked up if you try to remove mods without basically reinstalling the entire game.