RimWorld

RimWorld

Trade Ships No Matter What
170 Comments
My Wife Left Me 15 Jul @ 3:49pm 
Thank you!!!
L. Velociraptor 15 Jul @ 12:32pm 
Thank you so much! It's super aggravating the arrival of orbital traders depends on the storyteller picking the event... It makes it so much harder to run a trading colony, and it feels weird when mods like Starport and Hospitality can have your colony bustling... you'd think a trader would show up frequently to sell to anyone there!
Windows XP  [author] 15 Jul @ 9:22am 
@Kaedys you are correct.

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.
Kaedys 14 Jul @ 12:51pm 
That's not the same thing as this mod. That mod just applies an XML patch that reduces the defined frequency between traders by a fixed amount. Traders spawning is still dependent on the storyteller "selecting" the trade ship as the event that spawns, and other events can get in the way of that. This mod instead forces traders to show up at certain intervals, completely independent of the storyteller event logic.
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...
Windows XP  [author] 3 Jan @ 8:17pm 
Yes, that is actually how it works. There currently isn't a mechanism in the mod to increase the frequency based on how many colonies you have, maybe that could be a possible feature to add in the future.
Corduroy Cordoba 31 Dec, 2024 @ 11:33am 
Are the number of orbital trader events divided by the number of colonies you have? I just founded two new colonies, and only my main colony has a comms console. It seems like I'm getting a lot less orbital trader events at the main colony now.
MercuryDoll 16 Oct, 2024 @ 6:40am 
Bit of a fringe case, but yeah, just a normal colony map with mechanoids, as the humanoids were in an "underground" submap, specifically the underground bunker from Ancient Urban Ruins. With the help of Zal i fixed it by patching the IncidentDef of trader arrivals, all it needs is changing the <requireColonistsPresent> from true to false. While technically no fault of this mod, and i can definitely see this causing problems in other scenarios, perhaps you'd like to implement a patch as an optional toggle?
Windows XP  [author] 15 Oct, 2024 @ 7:17pm 
Late reply, but do trade ships fail to show up even if you actually have a settlement on the map? I had to put in code that prevents traders from showing up when the player doesn't own a map tile because it makes the game glitch out and crash if that ever happens. Trade ships won't show up if you're raiding a map tile you don't have a base on (or camping on it) AND don't own at least 1 base.

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.
MercuryDoll 25 Sep, 2024 @ 2:54am 
"no matter what" well i found situation where thats not the case: when no (human) colonist is on the map (mechanoids dont count apparently) :(
Windows XP  [author] 14 Sep, 2024 @ 8:16pm 
go to options > mod options > Trade Ships No Matter What and then edit the sliders to your liking.
Archimedes 9 Sep, 2024 @ 5:36am 
Is there any way to adjust the frequency of the ships? I find vanilla too sparse but that this mod brings them too often!
pgames-food 12 Aug, 2024 @ 3:56pm 
ok thanks i'll check and post back in case of problem :)
Windows XP  [author] 12 Aug, 2024 @ 1:11pm 
Ok well I went ahead and pushed the more refined updated version. I can't remember if I forgot to compile the last one with 1.5 references or not but I for sure know I did it with this one. @pcgames-food see if that fixes your issue.

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.
Windows XP  [author] 12 Aug, 2024 @ 10:00am 
what recycling mod are you using? That type of conflict shouldn't even be possible so i'll have to look into it. It's possible that I compiled it with the incorrect 1.4 references.
pgames-food 11 Aug, 2024 @ 8:00pm 
hi i noticed in your update comments, that you recompiled the dll without code changes needed - do you know if there is any way for a dll to work "without" needing a kind of hardcoded reference? (im asking because my recycling mod stopped working in 1.5 but the dll didnt need anything when going from 1.3 to 1.4) :)
Windows XP  [author] 11 Aug, 2024 @ 5:10pm 
Thanks, I noticed that too. The 1.4 version works well in 1.5 - there are some minor mod settings bugs that most people probably won't ever notice. I already have those bugs fixed along with the harmless startup error @elxxx reported for the next update. I just want to make sure it has been tested thoroughly before I post it. Expect tomorrow at the earliest.
alonlystalker 11 Aug, 2024 @ 1:06pm 
@Windows XP anyway mod works well even with 1.4 version, use it before an update and all works well, configs works, no errors, trading ships are flight twice a day (with proper settings), so actually the only update needed is about.xml edit.
elxxx 11 Aug, 2024 @ 10:26am 
@Windows XP thanks for the quick reply. Hope you fix the error soon.
Windows XP  [author] 11 Aug, 2024 @ 10:11am 
Yeah I'm working on it. It's a 100% harmless error that doesn't happen in my other mods that use configurable settings so you can safely ignore it. Everything else works without issues, even the xml save file entry feature (which is enabled by default to make trade ship appearances more consistent).

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.
elxxx 11 Aug, 2024 @ 10:02am 
Hello. @Windows XP, i think since yesterday you updated this mod. And now i get this error message: "Failed to find TradeShipsNoMatterWhat.TSNMWSettingDef named default Settings. There are 0 defs of this type loaded." . Can you help?
Zaljerem 10 Aug, 2024 @ 3:16pm 
I've set my continuation to unlisted (and will remove it before long) now that you've updated. I'm always happy to hand one back to the original author. Thanks!
Windows XP  [author] 10 Aug, 2024 @ 10:23am 
i found a way to compile basic rimworld mods without monodevelop or visual studio. It works for me when I play this on 1.5, if anyone has issues let me know. If this actually works for people, I might be able to use this to update some of my mods.
Windows XP  [author] 9 Aug, 2024 @ 5:41pm 
Still works on 1.5, looks like someone else is maintaining it. I used to mod Rimworld when monodevelop was easier to get working on Linux. Now it's really hard to get monodevelop running and it only runs on a select few distros. Unless I find a different way to compile RImworld mods I'm not going to make them anymore.

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.
Ender 10 Jun, 2024 @ 2:58am 
1.5 pls
Angrysquirrel 9 May, 2024 @ 7:39pm 
1.5 update would be great.
T_GabiUel 6 May, 2024 @ 4:11pm 
Working fine for me in 1.5 with Anomaly DLC enabled. I will make sure to come here and leave a comment if I get any erros relating to the mod.
acoep 25 Apr, 2024 @ 6:31am 
15
I.[S]ynTax[X].? *,..,* 20 Apr, 2024 @ 6:47am 
does this need to be updated to 1.5. or can i just activate it in rimworld regardless?
cloude 14 Apr, 2024 @ 12:52pm 
yo gonna update bro?
ExterminaTor 7 Apr, 2024 @ 10:55am 
Please update to 1.5 !!
ThottyNathaniel 2 Apr, 2024 @ 1:56pm 
can you add a mod option to turn off notifications, i make them come pretty frequently
Tye-Wynd 8 Feb, 2024 @ 1:56pm 
I presume this simply has a timer of 3-5 days and when it is over it forces the game to spawn one, disregarding everything else like the storyteller naturally spawning them?
groovybluedog 22 Nov, 2023 @ 1:38am 
I will accept the hug on their behalf, and it can be full homo
NoIdea 21 Nov, 2023 @ 1:07pm 
can i hug you for this ? (no homo)
gnagust 31 Oct, 2023 @ 8:46am 
Thank you, thank you and thank you.
Me after the lobotomy 28 Oct, 2023 @ 11:04pm 
i love you
this should not be a stor wee tell onwy evemt ):
its so annoying having huge periods of not trading
Nanotechnology 28 Oct, 2023 @ 6:59am 
You are the best.
Kaedys 13 Oct, 2023 @ 9:23am 
Don't believe that's actually an issue with this mod. This one doesn't modify the trader stock at all, it just alters the spawn behavior. Those errors mean that one of the elements in the trader stock is null-refing, which is an issue with a mod that adds or alters those trader stocks, or perhaps an incompatibility with another mod that *removes* one of the items in their stock definition.