RimWorld

RimWorld

Trading Options
225 Comments
DiorSavage💴 25 Jul @ 9:42pm 
are you able to change the animal's the trade caravan brings? im looking to change the muffalo to horses
在戴森球上打螺丝 21 Jul @ 1:03am 
Thanks to Mr. José Ángel Soler Ortiz for creating this mod, and I regret to hear that the author has stopped developing it. So, I decided to take over and maintain this mod.
Judge Dread 12 Jul @ 2:17pm 
rip
6r4ch_443 12 Jul @ 1:09pm 
The developer's trading options project: https://github.com/joseasoler/trading-options
daferalmasys 12 Jul @ 11:29am 
Someone will have to take over and maintain this and the other mods by the creator. In June 2024, the creator said:

"I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

In case anyone is interested in continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile."

So someone will need to continue their work if we want this mod for version 1.6.
6r4ch_443 11 Jul @ 7:21am 
1.6 plz
The Gunslinger 10 Jul @ 11:32am 
Update plz
Monia2608 5 Jul @ 4:44am 
1.6 please
costelo 30 Apr @ 4:39am 
After a few days the pawns were just standing doing nothing (their activity description was literally "standing"), but after removing this mod they just unfroze, so there's that. I've enjoyed it while it lasted.
Nishe 14 Feb @ 5:10am 
Hey, would this be compatible with Safely Hidden Away? I know your FAQ says it may be incompatible with any mod that changes trader frequency. Just wanted to check if you know how exactly they would interact.
??? 22 Jan @ 7:30am 
Hi, there's problem with scaling system, specifically with neuroformers. Instead of having wider selection of these, they get repeated according to scaling %. So you can have like four neuroformers of word of healing, for example. Surprisingly, it works normally with genes
Life is a meme 5 Sep, 2024 @ 12:10am 
this mod makes my games crash when generating map
goxlove 3 Aug, 2024 @ 4:16am 
Mod may does not work at randy.
SpaceLatency 1 Aug, 2024 @ 10:24pm 
this mod made my game crash on startup
krzarb 27 Jun, 2024 @ 4:44pm 
Thanks for all the time you’ve put into making this mod and others. Quick question, is this mod ok to remove from a current save should problems be encountered down the track?
joseasoler  [author] 27 Jun, 2024 @ 12:12pm 
I have decided to stop developing my RimWorld mods. They will stay up and should be stable for a while.

In case anyone is interested on continuing this mod, it is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found in my GitHub profile.
shimizu01 25 May, 2024 @ 11:34am 
The minimum number of caravans is 4, is it possible to reduce it and completely cancel the arrival of caravans and visitors?
It would suit me a lot for my game which I wish to play in total autarky
Gitsum 23 May, 2024 @ 8:17pm 
Would you be willing to add a mod option to disable or limit Books, Novels, Schematics, ect? I believe with end game colonies with improved stock this will limit game freezes with trader generations.

Maybe even give the option to disable specific traders like how Slave ships do with population counts?
joseasoler  [author] 29 Apr, 2024 @ 10:17pm 
@Snowcraft It is not possible to limit caravans to specific seasons with this mod, but ou can use the "Days between caravans" setting to avoid that issue.
Snowcraft 29 Apr, 2024 @ 9:12pm 
Is it possible to set caravan arrivals on a per season basis? Say, one per season at a minimum, or is it still possible for the game to send you all twenty before the first half of the year is even up?
joseasoler  [author] 29 Apr, 2024 @ 8:58am 
@LordvonNichts This mod does not have options for that.
LordvonNichts 29 Apr, 2024 @ 8:19am 
Hey, just wanny say I really like this mod, but is there a option to change the frequency of rare or high quality items? Or to make the frequency of masterwork/legendary items scale with wealth?
Phoenix 27 Apr, 2024 @ 5:51pm 
@joseasoler Thank you for your response. I appreciate your update.
joseasoler  [author] 27 Apr, 2024 @ 1:18pm 
@Sigourney Trading Options settings have no effect on Hospitality.
Sigourney Weaver in Alien4 27 Apr, 2024 @ 12:21pm 
is there anything know about the interaction between hospitality (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=753498552) and this mod
in the settings of hospitality there, too, can be set how often visitors arrive. which one would take priority (just a loadorder issue?)
joseasoler  [author] 27 Apr, 2024 @ 2:49am 
@Phoenix The default settings for this mod have always been identical to vanilla.
Phoenix 27 Apr, 2024 @ 1:37am 
Is there a way I can view the default settings for this mod? Whenever I unsubscribe and resubscribe, it just loads whatever I had last.

I clicked "Reset All" and it set everything to vanilla, which I don't want.

I think when I installed this mod several years ago it had some other values by default. Am I imagining it and I set those values myself, or were there were really default adjustments that came with the mod?
joseasoler  [author] 26 Apr, 2024 @ 10:11pm 
Trading options does not modify market price code at all. So that issue should also be present without Trading Options. I could tell you more if you upload a hugslib log that shows the error.
LZIM 26 Apr, 2024 @ 3:30pm 
in my case it was plastic. the mod generating the items did not give them any silver value so colony wealth was affected because it could not be calculated properly. trading options then could not figure out the values to calculate wealth of traders. fixed it by removing plastic. so the question was more is there any way to split regular settlements with citadels if they are present.
joseasoler  [author] 26 Apr, 2024 @ 9:41am 
@LZIM I do not know what a "null value item" is, but Trading Options does not change the value of individual items. It only changes their quantity in trader stock.
LZIM 26 Apr, 2024 @ 8:48am 
Hi, dumb question as it may be more an issue with the mod RimCities, but initially with that mod it's limited but configurable number of Citadels would spawn and be richer than a typical settlement, even empire settlements. Ran into issues with this mod making all cities either way too rich or poor due to my faction having null value items breaking colony wealth. Fixed that but still noticing some settlements are very poor. help?
有电脑 18 Apr, 2024 @ 1:58am 
yep, but it won't be such crazy that more than 8 same psytrainer at a time. Not sure what method you used to achieve such feature, if possible or easy enough, applying the scaling on the <thingDefCountRange> rather than <countRange> for psytrainer will fix that.
joseasoler  [author] 18 Apr, 2024 @ 12:51am 
@有电脑 that issue is not caused by Trading Options. It can happen on vanilla too.
有电脑 18 Apr, 2024 @ 12:10am 
yeah, I've heard of that limit. Considering the unbelievable mods brought by C#, it's wired that there's no such a simple mod. Sadly I know nothing about C#, or I can figure out the reason.
BTW, psytrainer may need a bit more care: Trader tend to bring a lot of psytrainers on same psycast when they be told to bring more items.
joseasoler  [author] 17 Apr, 2024 @ 9:35am 
@有电脑 RimWorld has a limit to prevent traders from generating stock with quality better than Excellent. To ignore the limit you need to code a patch to go around it. So you would need a C# mod for this.
有电脑 17 Apr, 2024 @ 8:45am 
I see it, it's truly "very limited". Is that a real hard stuff to achieve(it is for me)? I nearly can't find any mod on the quality spawn in the world.
joseasoler  [author] 15 Apr, 2024 @ 10:57pm 
@有电脑 Trading Options does not modify the type and quality of available stock, it can only modify its quantity.

TraderGen (my other trading mod) has some specializations offering items with higher than normal quality, but these are also very limited.
有电脑 15 Apr, 2024 @ 10:35pm 
Have the plan to add an option about unlock the cap of quality sold?
In the late game, player often only have silver but lack legendary stuffs.
The Gunslinger 13 Apr, 2024 @ 6:15am 
TY!
joseasoler  [author] 12 Apr, 2024 @ 10:45pm 
@Hope of Morning Thank you for mentioning that, the FAQ has been fixed.
Hope Of Morning 12 Apr, 2024 @ 4:08pm 
Thanks for the update, you may want to update the last Answer in your FAQ. It still says this mod is only for 1.4 which might be why Gunslinger was confused.
joseasoler  [author] 11 Apr, 2024 @ 11:13am 
@The Gunslinger The mod has been updated to 1.5 for almost a month. Please check the supported RimWorld versions above, right below the mod image on the top right corner.
The Gunslinger 11 Apr, 2024 @ 10:30am 
Plz Update. TY!
joseasoler  [author] 19 Mar, 2024 @ 3:55am 
@Stellar Harbour That would be very tricky to implement; I do not have plans for a feature like that.
Stellar Harbour 19 Mar, 2024 @ 3:53am 
Can you make a feature to always apply biggest colony Social skill to trade?
ed155 18 Mar, 2024 @ 1:15am 
I got no errors . I reset to default settings and acts normal now
joseasoler  [author] 17 Mar, 2024 @ 4:11pm 
@ed155 Could you share a log?
ed155 17 Mar, 2024 @ 2:20pm 
im on 1.5 and set orbital traders to max settings, in trade screen no silver and resources just my things to sell and traders unntersted my things @joseasoler
Mk1 14 Mar, 2024 @ 6:12am 
Anyone has experience with Trading Options and TradeGen ?