RimWorld

RimWorld

379 ratings
More Trade Ships
 
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0.021 MB
Jul 16, 2016 @ 12:32am
Dec 21, 2016 @ 11:27am
9 Change Notes ( view )

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Description
Increases the rate at which orbital trade ships appear.

Can be added or removed without starting a new game.

Updated for Alpha for A16.1393

If you are using an older version of Rimworld, you can get an older version of this mod from Nexusmods.
Popular Discussions View All (3)
5
Jan 26 @ 10:31am
The ships dont come... :(
Swatti
3
Feb 28 @ 4:24pm
TIP: How to change Trade Ships' rate of appearance
Thundercraft
2
Mar 17 @ 9:43pm
Resolving conflict with Double Pop mod
PinoChemicali
< >
111 Comments
Psycho 5 hours ago 
Experiencing the same problem, Exotic traders suddenly have no wares or money, worked fine without this mod as i just enabled it.
PinoChemicali  [author] 6 hours ago 
Trader stock is not affected by this mod in any way.
Imp0815 16 hours ago 
My Exotic traders dont have any wares or money.
PinoChemicali  [author] Apr 26 @ 12:13pm 
Your best bet is probably to alter the storyteller mod to increase the rate (see post about Double Pop mod)
Decoherent Apr 23 @ 11:11am 
As someone mentioned below, this doesn't seem to work with alternate storytellers. I'm doing a Lovecraft colony, and I'm certainly not getting any extra trade ships! Is there a straightforward way to fix this?
When I enable it, It turns red and the name changes to numbers
myszolowy Apr 8 @ 5:27pm 
@lgendof7th Actually you don't have to start new game. You can edit this in save file

Just go to your save file [!!!REMEMBER TO BACKUP!!!], if you don't know where it is then check in google. Open your save file and near the start of the file you'll find characteristic line of text, the one that starts with <li ..... and ends with </li>.
Just add [!!!REMEMBER TO BACKUP!!!] there this:

<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>OrbitalTraderArrival</incident>
<intervalDays>3</intervalDays>
<repeat>True</repeat>
<occurTick>180000</occurTick>
</li>

You can choose your waiting time between traders in <intervalDays>3</intervalDays>

It shouldn't break anything, it worked for me pretty well. When I launched the game, it spawned a fruitton of traders at once but then it worked well.
jlrmarin Mar 31 @ 4:00am 
This mod is great but it seems very fragile. It's not worked for me for a long time, the ships have stopped appearing with frequency. I know it's a compatability issue with other mods (I'm not using a custom storyteller), since there's stuff that might affect it, I guess.

I enjoy the concept a lot, it's just too bad that it doesn't seem to work anymore, no matter where I load it on the mod list.
JAWS Mar 9 @ 4:22pm 
Ships stopped coming, its so weird
legendof7th Feb 28 @ 4:22pm 
Pro tip:
1: Click "New Colony"
2: Click "Scenario Editor"
3: Click big RED X next to "Edit Mode"
4: Click "Add part"
5: Scroll down and click "Create incident"
5: On right hand side, scroll down to the newly created incident and change that to "Orbital Trader Arrival"
6: On the "Interval (days)" box, input number of days until incident occurance (I recommend 3 personally)
7: Click the RED X next to "Repeat"
8: Click "Next"
9: ??????
10: Profit!