RimWorld

RimWorld

Better Traders
226 Comments
Kaedys Sep 8 @ 6:40pm 
The quantity of items was increases slightly, and the quantity of resources as well. The price on them was not adjusted, only the number of them that traders show up with available for trade (or purchase)
RetailPale Sep 8 @ 6:36pm 
The description makes no sense to me, you say "(items) only increased slightly to preserve balance and not clog up trader menu lists."

but then also under "What this mod DOESN'T change"

"The Prices of items"

? Im confused, so what about the items are increased slightly then ? the amount of them ?
blackendpizza Sep 3 @ 9:02pm 
Ahhh thank you @Kaedys 🙏🏽
Kaedys Sep 2 @ 5:43pm 
Any other mod that redefines any of the base game traders is strictly incompatible, as that mod and this one would overwrite each other, with whichever loads later winning. Any mod that modifies the base game traders using XML patching (which is most mods, and probably what this mod should be doing as well) may be incompatible, depending on how well the modder wrote the patch definitions, and whether their patches rely on assumptions that this mod violates. And those patch mods would also only work if loaded after this one, as otherwise their patch would apply to the base game's def that this mod then overwrites.

If in doubt, any mod that modifies traders and does not have a section in the in-game mod options menu (because only C# mods can do that, with limited exceptions) is probably either going to be strictly incompatible or potentially have unexpected issues if used alongside this one.
blackendpizza Sep 2 @ 4:21pm 
"Incompatible with anything that alters the TraderDefs.xml files" can you put that in non-nerd terms? what does that mean?
Kaedys Aug 13 @ 7:39pm 
Eh, mods that patch the trader defs should work, provided they're properly conditioned and don't make assumptions about the defs that this mod's re-definitions break (and don't overwrite changes that this mod makes), but only if they are loaded after this mod so the patches apply to this mod's version of the defs instead of the base game's.
Josh Mate  [author] Aug 13 @ 1:39pm 
This mod is incompatible with anything that alters the TraderDefs.xml files.
Kaedys Aug 13 @ 1:12pm 
This mod redefines all of the traders, rather than patching them, so it is definitely more susceptible to loading order issues. If you have another mod that also touches, or straight replaces, trader inventory, that's likely the issue. And especially if that other mod is redefining the traders like this one does, you'll never get them to play well together, they'll be strictly incompatible.
Star_Moon Aug 13 @ 4:44am 
Maybe its a load order problem? I get no error messages but my traders have shitty inventories. :(
Fluffer Aug 11 @ 12:56pm 
Does not seem to affect landed trade ships from the Trade Ships mod, it treats them as caravans rather than orbital traders. Not sure if this is an issue for this mod or Trade Ships mod
Flavius Aug 9 @ 5:29am 
Is there any way (or anyone know of an existing mod) to ensure traders bring Veggies? Bulk traders nearly never bring veggies (nor are there specific traders for it, like handlers trading meat) because there are so many meat types in the game (one for every animal, basically) compared to the stock of veggie types.

This is especially problematic on vegetarian ideology playthroughs, or new playthroughs with Odyssey - hunting is easy when you change maps frequently, farming not so much.
dontshoot Jul 19 @ 3:08am 
thanks, needed it
Gamesense0 Jul 18 @ 6:39am 
Thanks boss
Johnny Dollar Jul 18 @ 6:19am 
Thank you so much for the update Josh!
I had forgotten just how infuriating it is to stock up on luxury goods and have a trader come by with pocket lint and 2 bottlecaps and a sack of rotten potatoes for trade.
You're the boss!
Josh Mate  [author] Jul 18 @ 3:47am 
Now Updated for v1.6 and Odyssey!

I've rewritten the mod from scratch to include all the new 1.6 game content and Odyssey content so you won't miss out on anything in this new version. I've also tuned up some numbers for balance and even added an in-game mod icon (Very Pretty).

This mod checks what DLCs you have and only changes their content if you have that DLC so you can have none or any combination of DLC Installed.
Pluralled Jul 15 @ 2:05pm 
Temporary 1.6 update for the mod that includes Odyssey content and makes the trade ships work properly with the new faction, I'll delete it as soon as I'm asked to or the mod updates: https://steamcommunity.com/sharedfiles/filedetails/?id=3526763686
OpGamer97 Jul 15 @ 9:40am 
I made a temporary 1.6 update for this mod, not sure if it overwrites any new odyssey content in traders but it'll do for now:
https://steamcommunity.com/sharedfiles/filedetails/?id=3526584952
dontshoot Jul 14 @ 2:14pm 
Any chance this will get updated? really liked this mod
cristianir255 Jul 14 @ 6:14am 
Amazing mod dude, but please update to 1.6
KamiKazeKayaK Jul 13 @ 6:51am 
Any word on this for 1.6?
Iirly Jun 5 @ 5:39pm 
Is this compatible with Multiple traders?
(≡◉‿‿◉≡) Feb 6 @ 6:03am 
compatible with vanilla trading expanded?
The Beginning After The End Oct 2, 2024 @ 12:38am 
Would you be able to make silver display randomly?
For example caravan should have between 2k5 -4k silver
Aelanna Aug 10, 2024 @ 3:42pm 
Your mod appears to be using complete Def overrides, which is the cause of your mod not being compatible with other mods that alter vanilla trader kinds. I would strongly suggest learning how to use PatchOperations [rimworldwiki.com] instead as overriding Defs has been unnecessary since a17/b18.
Saranea Aug 10, 2024 @ 3:06pm 
Any chance to get it working for the traders from the FF14 mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=2659227786

Currently there is no mod conflict (thank god) but also no interaction.
Phaedrus Jun 27, 2024 @ 9:15am 
Really great mod.
Apocrypha Jun 17, 2024 @ 4:01pm 
I'm assuming that this and Better Orbital Traders would conflict?
Josh Mate  [author] May 20, 2024 @ 6:18am 
Update:

- Added more Advanced components / Bionics / Implants to all trader types
- Add more Hay, Jade and Stone blocks to all types of tribal traders
- Adjusted the consistency and balance of High tech armour / royal clothes and end game weapons
Omen Apr 25, 2024 @ 9:40am 
I always needed a good reason to dump some plasma guns from enemy raids. thank ye.
Killerkitty641 Apr 24, 2024 @ 2:57pm 
I don't know if you'd be interested, but would it be possible to have a tweak so traders are willing to buy tainted apparel, maybe at a discount? (assuming they were already able to buy clothes ofc).
Josh Mate  [author] Apr 24, 2024 @ 2:59am 
Update:

- Set up load folder logic for DLC's so you won't get error messages anymore for DLC you don't own.
- Settlement traders now have significantly more items in stock, making the trip out there more worth it.
- Improvements to consistency and stock lists across all trader types.
5150 Apr 24, 2024 @ 2:29am 
I think it's the simplest and most well-balanced mode. Good
Josh Mate  [author] Apr 21, 2024 @ 2:38am 
Sorry @morrenyo at the moment this mod is a hand written rebalance, so nothing is configurable because all values are written to work together as a single experience.
Morrneyo Apr 19, 2024 @ 7:50pm 
Configurables?
Tassie Tiger Apr 16, 2024 @ 5:05pm 
appreciate you for this mod thanks
Josh Mate  [author] Apr 12, 2024 @ 3:32am 
Now updated for 1.5 and anomaly!
Josh Mate  [author] Apr 11, 2024 @ 11:45am 
1.5 Update with Anomaly support coming very soon!
Frayo Feb 12, 2024 @ 4:33am 
This even makes stone blocks tradable. Fucking incredible, thank you for making this.
Josh Mate  [author] Feb 8, 2024 @ 3:19am 
@Ionfrigate12345
If you don't have the DLCs just dismiss the startup errors, they won't affect your game.
Ionfrigate12345 Feb 7, 2024 @ 10:01pm 
Does this mod require Royalty DLC?
I got debug error log on starting main menu, it seems trying to search for the Empire faction but I dont have that DLC.
舰载载舰机 Nov 30, 2023 @ 5:45am 
mod is good,but if traders will be richer as games going on will be better
kinngrimm Nov 20, 2023 @ 11:45am 
A suggestion just what i saw from this and similar mods as they seem to have a balancing issue at times. Either they have too much silver/stock in the early game or not enough in the late game. Aslong the values are static that might continue to be an issue and having to handishly go back into the settings for every game can't be the goal. How about we get multiplier settings depending on our own tech level? When we progress, we therefor can say how our multiplier for traders should do, too.
bashnako Oct 25, 2023 @ 9:28am 
The variety of items is reduced after installing this mod. Also bulk goods traders doesn't buy apparel items.
LZIM Apr 3, 2023 @ 1:04pm 
Are the amounts hard coded so they will interfere with other trader mods that try to address the same thing versus the problem that trader items are poor or always the same versus the library of Alexandria of items a modded colony and traders posses?
iller Feb 11, 2023 @ 4:54pm 
Very helpful and detailed. You are well beyond what any of us Steam plebs deserve, @Kaedys
Kaedys Feb 11, 2023 @ 4:37pm 
Rocketman caches XML entries, I'm not even remotely surprised that it was causing issues like that. Rocketman has no real way to handle inverting the load order between two XML mods. Need to be able to dump the Rocketman cache and force a rebuild on next game start. XML Extensions has had a similar issue.

In any case, an alternative option would be the Trading Options mod. It isn't a tailored replacement of the stock traders like this one, and notably does not *add* any categories to traders that this mod does, but it does allow you to alter the amount sold (silver and stock) of traders, using a sliding system based on colony weapon and a configured multipliers, as well as how often they appear and how long they stay. And I know it is compatible with Rocketman, as well as other mods that add to traders via XML.
iller Feb 11, 2023 @ 4:28pm 
Thank you @Kaedys. Anyway, I removed every single mod so that ONLY Harmony ==> Core ==> RocketMan ==> Better Traders -- was present... but I still had multiple exotic traders showing up with no archotech to sell. There's also all these Errors in the Debug Log which I've never had with any other mod besides "Better Traders". When I removed Rocketman, finally, I was able to get the Trader selling Archotech stuff once again. ...So apparently this can work sorta as intended on Core, but at what cost to us Potato-PC users?? ...especially when it doesn't seem "weighted" to expand the selection of Archotech items for sale, only the number of Skilltrainers?
Kaedys Feb 10, 2023 @ 3:23am 
Eh, not strictly incompatible, just needs to be loaded *before* mods that modify trader defs.
Josh Mate  [author] Feb 10, 2023 @ 12:54am 
Apologies, I didn't know the things you were missing were part of another mod. Yes this mod in incompatible with any other mod that edits or relies on changes made to TraderDefs.XML
Kaedys Feb 9, 2023 @ 8:36pm 
Actually, it definitely could cause that, depending on the order the mods are in. Since this mod *overwrites*, rather than patches, the TraderKindDefs, any patches that are higher in the mod list just get straight discarded. So if whatever mod @iller has that's adding said Archotech organs is patching in a new stockGenerator definition, that patch would be wiped out by this mod's overwrite.

Quick fix, @iller, is move this mod to near the top of your mod list. Proper fix would be for @JoshMate to rewrite the mod as inividual patches on each modified stockGenerator instead of replacing the defs entirely, but that's a large ask, given that basically every stockGenerator definition in every trader is modified.