RimWorld

RimWorld

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Trade Ships No Matter What
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
901.129 KB
23 Nov, 2020 @ 12:54pm
15 Jul @ 9:24am
20 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.

notable changes in the 1.6 version, the most recent update
Non-error log output is disabled by default with the option to turn it on. The old save system was determined to actually be even simpler and better than how other mods generally handle it so it remains part of the mod. Just wait for official word from the mod developer (me) before trying this on Rimworld 1.7.

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
173 Comments
Windows XP  [author] 9 Sep @ 6:47pm 
Hmm, good point. I'll look into it.
fatt_tige 30 Aug @ 4:29pm 
Is it possible to resize or add a scroll bar to the mod options window? The window is too small to show all the different trader types added by mods
fractalgem 26 Aug @ 6:20pm 
I was starting to wonder why orbital traders were seemingly becoming rarer and rarer. they're competing with every single other event type!!
definitely getting this mod.
Porkchop Sandwiches 22 Jul @ 5:34pm 
Every time a trade ship comes, two of the same type come at the same time. They both have different names and inventories, but it's always two bul goods, or two exotics, or two combats, etc. I don't have many mods installed, just utility stuff so I don't think anything else is affecting this
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.