RimWorld

RimWorld

Medieval Trader Airships
50 Comments
Rudi Gauss Oct 20 @ 8:28am 
Nono. i meant fpr Empire Ships. The zones for Trading Ships are very clear to be seen in the preview pictures. Dont you worry.
JoeOwnage  [author] Oct 20 @ 2:27am 
This mod has landing zones if that's what you're after
Rudi Gauss Oct 19 @ 12:06am 
anyone know a mod for Medieval landing beacons?
JoeOwnage  [author] Oct 3 @ 3:22am 
According to the original mod page it should be fine to add but possibly not safe to remove so make a backup copy of your save in case you change your mind
Good Old Jim Oct 3 @ 1:09am 
Pardon me sir Ownage, is this mod safe to add mid game?
JoeOwnage  [author] Sep 25 @ 3:38am 
@Egamerx I've been testing the last few days and I've gotten airships. Maybe a mod conflict?
JoeOwnage  [author] Sep 23 @ 7:20pm 
Yes I think this is what you're looking for: https://steamcommunity.com/sharedfiles/filedetails/?id=3035624471
LoneKnight667 Sep 23 @ 6:36pm 
Is there a way/mod to make this visual apply to empire shuttles? Kinda ruins the medieval immersion when I see a sci-fi space shuttle land in the middle of my castle.
Egamerx Sep 18 @ 9:08pm 
160 days in on my medieval playthrough i haven't gotten a single ship yet, any idea why ?
JoeOwnage  [author] Aug 27 @ 8:17am 
I don't know the answers to these questions but I'm learning a bit of C# and might dig into the DLL to figure out what's up. In the meantime try the OG mod, automatic might be able to shed some light
G-Fiti Aug 26 @ 11:42pm 
Another question, I got a bunch of failed landings. How big does the zone have to be for it to work in a super crowded enviroment?
G-Fiti Aug 26 @ 10:49pm 
Is the landing zone also used by shuttles from quests?
AceOfScray Aug 21 @ 1:56pm 
As far as I can tell this does not work with Empire.
JoeOwnage  [author] Aug 5 @ 12:25pm 
OG traderships tried to have that functionality but it was buggy is my understanding. So I offer this as a straight up replacement of orbital traders because I don't know how to correct that issue.
miku567 Aug 5 @ 11:05am 
Is there an option for the airships to not replace orbital traders?
Mr. Shadow | Folfie Jul 26 @ 7:19am 
Hey hey people
JoeOwnage  [author] Jul 19 @ 7:52am 
Yea, bottom link in description.
MajorityOfTheInternet Jul 18 @ 7:51pm 
Is there a shuttle version of this? The texture is great
MercuryRiver Jul 13 @ 3:42pm 
Ahhh okay thank you for clarifying. I'll have to pass on this for now then
JoeOwnage  [author] Jul 13 @ 2:49pm 
OG traderships tried to have that functionality but it was buggy is my understanding. So I offer this as a straight up replacement of orbital traders because I don't know how to correct that issue.
MercuryRiver Jul 13 @ 6:03am 
Especially with new dlc, i agree itd be nice if it added to, not replaced, orbital traders. I think og trader ships had option for that, any chance of that here too?
pug Jun 30 @ 3:27pm 
Love the new ship sprite!
JoeOwnage  [author] May 21 @ 8:17am 
If you're going to add or remove mods from a save, you should back up your save
rustyasahalo May 20 @ 12:48am 
Most mods are not safe to remove from a save.
River_Hoopoe May 19 @ 12:06pm 
Warning! This mod is unstable! It is not safe to remove from a save!
tanyfilina May 4 @ 12:07am 
Would be nice if this could be an addition rather than a replacement of the orbital traders.
JoeOwnage  [author] Mar 28 @ 2:25am 
Nice, let me know if you find the culprit and I'll add it to the loadAfter
Low Intelligence Specimen Mar 27 @ 5:41pm 
I moved the trade ships mod way down in priority, almost to the bottom. I spawned some in using dev mode and it seems to have fixed it. Must be a weird mod conflict, as you said.
SquirrelGoblin Mar 27 @ 2:29pm 
Ohh, okay!
Thank you!
JoeOwnage  [author] Mar 27 @ 2:28pm 
Weird about the empty inventories. Must be a mod conflict somewhere
JoeOwnage  [author] Mar 27 @ 2:27pm 
Yea just make the mod local and you can customize the base chance in the incident def
SquirrelGoblin Mar 27 @ 12:20pm 
I -love- this!
Do you know how I can maybe reduce how often those appear?
Low Intelligence Specimen Mar 27 @ 7:04am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3452993598
Heres a screenshot I took of in-game. This is the second ship to show up, so far both of them appear to be legit traders. They just have nothing in their inventory.
There does not appear to be any errors in the log either. Very strange.
JoeOwnage  [author] Mar 27 @ 5:22am 
If you're using medieval relic quests the airships can show up for other things like quests, is it looking to pick someone up maybe
JoeOwnage  [author] Mar 27 @ 4:49am 
Did you get the trader message?
Low Intelligence Specimen Mar 26 @ 5:10pm 
I just had my first tradeship land of the game. It had no items to sell nor any silver on it.
Stucka_ / Luca Mar 26 @ 12:15am 
Thanks for reducing the commonality of airship crashes. My last colony got destroyed because of the added wealth xD
JoeOwnage  [author] Mar 25 @ 4:56am 
For those looking to add these airships to vehicle framework check this out: https://steamcommunity.com/sharedfiles/filedetails/?id=3302419308
CalamityCannonKiwi Mar 24 @ 7:45pm 
thanks for the mod recommendations and the update :D much appreciated
JoeOwnage  [author] Mar 24 @ 7:11am 
Commonality of crashes is much lower now, and traders should come about half as often.
JoeOwnage  [author] Mar 24 @ 7:10am 
If you are having reputation loss because of pawns from crashed airships dying on your tile, try this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2870045856

If crashed airships are giving you too much wealth, destroy some of it with this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2423311270
CalamityCannonKiwi Mar 24 @ 12:48am 
Also love this mod but just to add to Elmano's message, along with way too many items, the faction rep loss from the passengers dying on my map is hitting me VERY hard. I would ask that no rep is lost as the player has no control over the event and there's no way to help the passengers if they die right away.
JoeOwnage  [author] Mar 23 @ 2:45pm 
Yea I'm going to change the commonalty of the incidents tomorrow. Thanks for the feedback
Elmano Mar 23 @ 1:21pm 
love your mod, however there is a few things that could change, the transport crash event is simply way too common and it gives way too many items
Akira Mar 21 @ 11:53pm 
HUZZAH
Porknelius Mar 21 @ 7:50pm 
Yes please on the shuttle reskin! even combine it with this mod
JoeOwnage  [author] Mar 21 @ 3:36am 
I was thinking maybe a re-skin of colonial shuttle would be cool.
The Blind One Mar 21 @ 12:08am 
Looks really cool!

You should consider making these vehicles for Vehicle Framework as well, I think they'd be very popular!
JoeOwnage  [author] Mar 20 @ 6:18pm 
You're welcome!
Baba Evac Mar 20 @ 2:42pm 
This is wonderful thank you JoeOwnage!