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Trade Tweaks

Trade Tweaks mod preview for RimWorld

A collection of adjustments to trading, all configured in the mod settings.

A collection of adjustments to trading, all configured in the mod settings. Everything starts neutral - with the mod installed and untouched, trading behaves exactly as vanilla does.

Slave Trading

Normally only a dedicated slaver caravan ever shows up with people for sale, so if you want a slave you have to wait for that one specific trader to wander by. This makes any caravan from a slave-dealing faction carry a slave or two now and then. If a faction deals in slaves at all - it sends slaver caravans, or its settlements trade in people - then every caravan it sends has a small chance to arrive with slaves alongside its usual wares. Factions with nothing to do with slavery are untouched, imperial tribute collectors are always excluded, and dedicated slaver caravans are left exactly as they are.

Rare Items in Trader Stock

Two separate controls, because there are two different problems.

For things traders already carry but rarely - books and other reading material, telescopes, serums, ordinary bionics and prosthetics, and exotic implants such as archotech limbs, detoxifier organs, painstoppers and death acidifiers - you get an odds multiplier running from "never" up to five times as common. 1.00x is vanilla. Exotic implants have their own slider so you can make the good ones common without also drowning traders in peg legs.

For things no trader ever carries, a multiplier is useless: multiplying zero stays zero. Those instead get a flat chance of turning up at traders that already deal in exotica, and all of them start at zero: vanometric power cells, psylink neuroformers, high subcores, persona weapons, and animus stones (which vanilla sells only at tribal settlements, never from a caravan or orbital trader).

Items meant to stay out of reach are deliberately not included. The mechanoid chips are listed as boss rewards, so they stay something you win rather than something you buy, and the same goes for mech cluster parts and AI persona cores.

Trader Arrivals and Wealth

How long you wait between caravan traders and between orbital traders, set as an average number of days - vanilla is 73 and 15. These work by adjusting the same storyteller settings the game already uses for those two events rather than bolting on a separate scheduler, so pacing stays inside the system the storytellers are balanced around. Randy Random rolls trader arrivals into a shared category alongside unrelated visitor and traveler events, so he is not affected by these two sliders.

There is also a multiplier on how much silver every trader carries, and a per-trader-kind weighting - bulk goods, combat suppliers, exotic goods, slavers and so on, including modded ones - searchable by name. That last one changes which trader turns up rather than how often traders turn up at all: setting a kind to 0x stops it appearing, and raising one kind makes the rest correspondingly rarer.

Individual Items

A button at the bottom of the settings opens a searchable list of every item in the game, each with its own commonality slider. 1.00x is vanilla, 0x stops an item turning up at all, and raising one item makes the others competing for the same slot correspondingly rarer. Items you never touch stay exactly as vanilla, and only the ones you change are written to the settings file.

This changes how often an item is picked, not whether a trader could ever carry it - something no trader stocks stays at zero however high you set it, which is what the rare items section above is for. A few generators pick from a category without any weighting, and for those the quantity is affected but not the choice.

Modded traders are picked up automatically, and options for items from DLC you do not own simply do nothing.

Safe to add to or remove from an existing save. All settings are global rather than per-colony, and apply immediately - no restart needed.