边缘世界 RimWorld

边缘世界 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
文件大小
发表于
更新日期
901.855 KB
2020 年 11 月 23 日 下午 12:54
11 月 6 日 下午 3:13
21 项改动说明 ( 查看 )

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Trade Ships No Matter What

描述
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]
热门讨论 查看全部(4)
3
2020 年 12 月 8 日 上午 1:07
Encountering very specific bug
tide{S}haper industries
1
2021 年 8 月 11 日 上午 8:39
Getting the grey screen of death for the first time by this mod.
Hamzhu
0
2022 年 12 月 27 日 下午 2:24
Update Steam version
NPOu
175 条留言
spiffoburger 11 月 7 日 下午 8:03 
omg thank you blessed creator, its insane how low the freq is on default

some saves i got trade ships constantly and other saves i'm sitting there for hours just waiting for any chance to trade omggg
Windows XP  [作者] 11 月 6 日 下午 3:20 
Alright so I wasn't able to just simply and cleanly make the trader types be inside a scroll view because almost nothing I tried would actually work without causing tons of issues. Rimworld's ui system is far from worst one or anything but it's not easy to work with either. I ended up putting the entire mod setting menu in a scrollview so that if you have a zillion trader types, you SHOULD be able to still scroll down it.

I don't have enough modded traders to actually test anything besides if it's possible to make a scroll view or not, so if the scroll view doesn't actually work, please mention a list of mods I can download that makes it easy to test this.
Windows XP  [作者] 9 月 9 日 下午 6:47 
Hmm, good point. I'll look into it.
fatt_tige 8 月 30 日 下午 4:29 
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 8 月 26 日 下午 6:20 
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 7 月 22 日 下午 5:34 
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 7 月 15 日 下午 3:49 
Thank you!!!
L. Velociraptor 7 月 15 日 下午 12:32 
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  [作者] 7 月 15 日 上午 9:22 
@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 7 月 14 日 下午 12:51 
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.