Eggs Across the Rim
Eggs Across the Rim puts fertilized and unfertilized eggs on normal traders - no new factions, buildings, or incubators.
Eggs Across the Rim puts fertilized and unfertilized eggs on normal traders - no new factions, buildings, or incubators. Auto-detects vanilla, DLC, and modded egg-laying animals, then injects a weighted egg selection into existing trader stock.
Requires Harmony. Load after Harmony and after animal mods so their eggs are detected.
WHAT IT DOES
- Scans all loaded ThingDefs at startup for fertilized eggs (hatcher comps) and unfertilized eggs
- Classifies eggs into Farm / Exotic / Dangerous (predators and manhunter-capable hatchers)
- Injects eggs into existing trader stock via Harmony (does not replace vanilla stock)
- Optional Eggs main-tab browser (off by default): totals, category counts, eggs-by-mod
- Full Mod Settings with 7 tabs, dual reset buttons, and live detection stats
EGG DETECTION
- Fertilized: any ThingDef with CompProperties_Hatcher
- Unfertilized: EggsUnfertilized category, plus label/defName heuristics for modded eggs
- Pairs fertilized and unfertilized counterparts by normalized label when possible
- Groups eggs by contributing mod (Vanilla/Core, DLC, Alpha Animals, etc.)
- Startup log: total eggs and Farm / Exotic / Dangerous counts
CATEGORIES
- Farm - common livestock and safe livestock-style animals
- Exotic - unusual or premium species (rarer on bulk traders)
- Dangerous - predators / manhunter-capable hatchers (OFF by default)
- Per-category enable toggles and selection-weight multipliers
- Dangerous eggs can be gated per trader type (bulk, settlement, caravan, exotic, orbital)
TRADERS
- Works with existing trader kinds - no custom egg merchant faction
- Per-type enable + stock multiplier:
Bulk Goods, Exotic/Luxury/Pirates, Orbital, Settlement, Visiting Caravans, Unknown
- Unknown traders off by default (safer for odd modded trader defs)
- Global stock multiplier and eggs-per-visit range
- Optional on-screen message or dev-log line when eggs are injected
FERTILIZATION
- Allow unfertilized eggs in stock (on/off)
- Fertilized ratio slider (chance a fertilized slot stays fertilized vs swaps to unfertilized counterpart)
- Debug: force all fertilized
ECONOMY
- Eggs per trader visit (base range before multipliers)
- Global stock multiplier
- Price multiplier - scales MarketValue of detected eggs for trader buy/sell and colony trade (1.0 = vanilla)
- Quick presets: Light / Default / Heavy / Absurd
MOD AND EGG FILTERS
- Enable/disable eggs from each contributing mod (Enable All / Disable All)
- Filters tab: per-egg blacklist (BL) and whitelist (WL)
- Search by label, defName, or mod name
- Category chips: All / Farm / Exotic / Dangerous
- Clear blacklist / whitelist / both
- Blacklist always blocks that egg
- Whitelist empty = all allowed (other filters still apply); non-empty = only listed eggs
- Debug: ignore all filters (bypasses mod list, blacklist, and whitelist)
OPTIONAL MAIN TAB (Eggs button - off by default)
- Enable in Mod Settings -> General -> Show Eggs main-tab button
- Total eggs detected and mod count
- Farm / Exotic / Dangerous counts
- Scrollable list of eggs by mod pack
- Valid without a map (open from main menu / world)
MOD SETTINGS (7 tabs)
- General - master enable, logging, optional Eggs tab visibility, live detection stats
- Traders - per-type enable + multipliers
- Categories - Farm/Exotic/Dangerous, weights, dangerous gates, fertilization
- Mods - per-mod enable list
- Filters - per-egg blacklist / whitelist
- Economy - count range, stock/price multipliers, quick presets
- Debug - ignore filters, force fertilized, unlimited stock, spawn / re-scan / print tools
RESET
- Reset to Defaults - restores gameplay settings; keeps mod enable list
- Reset Everything incl. Filters - re-enables all detected mods; clears blacklist and whitelist
USE CASES
- Buy rare animal eggs without waiting years for the right trader animal
- Stock farm eggs from bulk traders for food and ranching
- Optional high-risk dangerous eggs from exotic or orbital traders
- Works well with large animal-mod lists (auto-detect)
No new traders. No new buildings. Just better egg trading across the Rim.