RimWorld

RimWorld

Double Population B18 [More Trade Ships Patch]
22 Comments
kezza596 12 Oct, 2018 @ 3:03am 
Will this be updated to B19? Throwing up errors for me
Booli 22 Aug, 2018 @ 10:38pm 
Just swingin' by to say I appreciate your work. Cheers
PremierVader 8 Aug, 2018 @ 2:00pm 
Hey so what is the load order for double population, more trade ships and this mod together? Also does this work with the new Adjustable More Trade Ships mod?? Please help thanks.
Criminimini 5 Jun, 2018 @ 1:57pm 
how many mods have you created? i see that you created alot but how many exactly? GREAT MOD BTW!
junio.king 10 Dec, 2017 @ 8:30pm 
Thank you. I'll test.
BORT  [author] 10 Dec, 2017 @ 8:24pm 
Done. Comment if there are bugs.
junio.king 10 Dec, 2017 @ 8:20pm 
Update man! please... help. urgently
Soylent 8 Dec, 2017 @ 11:19am 
@Swenzi how is that coming along? :)
BORT  [author] 26 Nov, 2017 @ 7:00pm 
I probably should, shouldn't I? :P

Ya, I'll get around to updating this.
Aelanna 26 Nov, 2017 @ 6:22pm 
@Swenzi This appears to be broken for B18, are you planning on updating this as well? :)
Juan 6 Sep, 2017 @ 8:14am 
@BlueTressym

Not explode, just won't work.
BlueTressym 2 Sep, 2017 @ 11:27am 
Hi. I am getting the following red errors come up:

[Double Population A17 [More Trade Ships Patch]] Patch operation Verse.PatchOperationAdd(/StorytellerDefs/StorytellerDef[defName = "Randy-Pop2x"]/comps) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

One of these is coming up for each of the three storytellers. Is anything going to explode?
Daniel_USA 14 Jun, 2017 @ 10:31pm 
killgore you are absolutely correct. this mod xpaths towards the double pop defnames and the other x paths towards the vanilla def names.
Killgore 14 Jun, 2017 @ 10:23pm 
In theory, the trade shups mod should apply to the standard storytellers, and this mod works in conjunction with the double pop mod to apply the trade ship mod effects to the X2 storytellers.
BORT  [author] 14 Jun, 2017 @ 6:51pm 
ya :P, I also overwrote the more trade ships mod xpaths just to be safe.
Daniel_USA 14 Jun, 2017 @ 6:30pm 
did you just xpath the values to point towards the double pop mod?
BORT  [author] 14 Jun, 2017 @ 6:23pm 
in theory it does replace the more trade ships mod, but I didn't get compatability issues from using both, so I wanna say it doesn't matter
Daniel_USA 14 Jun, 2017 @ 6:13pm 
So I should use this with both more trade ships and double population or does this replace more trade ships outright?
BORT  [author] 14 Jun, 2017 @ 3:16pm 
cool :)

Killgore 14 Jun, 2017 @ 3:11pm 
Seems to be working well. In the last 20 minutes I got a trade ship, and then was attacked by raiders, of which there are close to a dozen injured survivors. I think I read somewhere that the odds of hostile pawns surviving incapacitation is related to your population, so this seems to be a solid indicator. Thanks again!
BORT  [author] 14 Jun, 2017 @ 2:21pm 
np anytime
Killgore 14 Jun, 2017 @ 2:20pm 
Now that is what I call service :-) Thank you @Swenzi