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I made this mod because I was unsatisfied with how unreliable xml trade frequency mods are. Anyway this mod is ready I'll post it today.
I am not in a hurry, but it would be great to know when I can start checking
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.
@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.
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
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/.
If you actually have just a normal base with mechanoids and it's not showing up then I'm not sure what's causing it. I'll look into it when I get a chance.
Of course, if i'm wrong and it turns out this breaks everyone's game except mine, you can always copy the Assemblies folder from the 1.4 folder into the 1.5 folder as a quick fix.
Ironically, if you replace the 1.5 assembly dll with the 1.4 one, that makes the starting message error go away. It seems to be an artifact caused by compiling it without monodevelop or visual studio. My other mods don't do this when compiled this way so I'm sure I'll find the fix for this error soon.
Even if I get that figured out, i'm not planning on taking this one over unless/until I think of new features to implement.
this should not be a stor wee tell onwy evemt ):
its so annoying having huge periods of not trading