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@panacea nope did not subcribe to any mod that affecting trader or orbital traders.
I haven’t used the mod for a long time but “adjustable trade ships” allows you to adjust which traders you see if you want more pirates.
I use this one. Works very well, although I do not pay attention to whether traders are pirates or not so IDK if I haven't been seeing them lately.
True. But I figured the reason OP was upset with not seeing Pirate Merchants was because of the tech level of the stuff they sold, which is solved by simply having more trade ships, increasing the consistency of available purchasable resources.
However, if it is the fact that they sold slaves, then you are correct; the reason they don't see them anymore is because once you reach population 12, Cassandra starts doing everything in her power to limit the availability of new colonists. This can be solved with using Randy instead, I believe, but there are other mods that eliminate the population cap which may bring back slavers?
Apart from that, I believe the Pirate Merchant is now called "Slaver." Which may account for the reason Pirate Merchant hasn't been seen by anyone at all.
https://www.rimworldwiki.com/wiki/Trade
"Slaver
Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.
The Outlander variant of this trader was previously called a Pirate Merchant and they are still referred to as such in both discussion and the game code. Note that despite the name, outlander factions sent pirate merchants, not pirate factions. "
If I am wrong or have misunderstood, I apologise.
It's not really a cap and it only effects a few specific events, this is one of them. I'm not sure on the numbers of the slave caravan types, it either gets a weight of 0.2 at 11 population or a weight of 0 at 10 population. In either case I don't think there would be much difference to using Randy over Cas/Phoebe. They both use the same population scale, but Randy has what I believe is a minimum value on "population intent" that has him act like your colony is never above like 10 colonists, that's either the point where slave caravans are at 0 chance anyway, or using randy might change the weight from 0.2 to like 0.22 or something. I never use Randy though so this is just what I'm reading from the game files.
Previously these trader types would continue to spawn at any population but they just wouldn't have any slaves to sell if you were above a certain amount of colonists. I don't know if that mechanic has changed, so even if you could get them to spawn there's a good chance they wouldn't sell you slaves anyway.
If the intention is to sell slaves instead of buying them, there is the tribute collector from Royalty which is going to be a much better value long run, or you can make your own caravans to sell slaves to towns. Otherwise the slave caravans don't sell anything you can't find on the other caravans.
I’ve been watching a streamer who uses “adjustable trade ships” to bring in lots of slavers. He’s got more than fifty pawns and the slavers have the regular number of slaves. Pretty sure the mod doesn’t affect that dynamic, so apparently the slavers continue to peddle their wares late into the game.
I vaguely recall settlements having slaves in the old days, maybe 1.0. Was that a thing and was it changed, or was that from a mod?