Mods / Animal Trader
- Tags:
- Author:
- Shazza
- Side:
- Both
- Created:
- Jun 11th at 3:04 PM
- Last modified:
- Aug 18th at 1:21 AM
- Downloads:
- 9581
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
animaltrader_1.2.2.zip 1-click install
What do?
This mod adds a custom Livestock Trader to the world's generation!
They'll happily sell you (most) domesticable baby animals, along with some chest traps, pieces of shepherd's gear, rare paintings, and a rarer surprise.
βΉοΈ All animals sold are generation 0 - the intent is balancing to vanilla, to simply give players an alternate entry into ranching!
What in (Features)?
- π‘ Custom Trader home
- π Fully unique dialogue
- π° Vanilla balanced tradelist
- β And even a miniquest!
What want (suggested mods)?
Whuh (Contents)?
| π Angora goat | π Markhor goat | π Mountain goat | π Nubian goat |
| π Sirohi goat | π Turdag goat | π Valais goat | π Ibex (Alpine) goat |
| π Ibex (Nubian) goat | π Golden Takin goat | π Musk ox | |
| *only kids! | |||
| π Bighorn sheep | π Mouflon sheep | ||
| *only kids! | |||
| π Gray pig | π Redriver pig | π Warthog | |
| *only piglets! | |||
| π€ Chick | |||
| *sex is random! | |||
| π Arctic hare | π Desert hare | π Brown hare | π River hare |
| π Scrub hare | |||
| *only kits! | |||
| π [REDACTED] | |||
| *rarest on their list, you'll know! | |||
| π¦ Basket trap (reed) | π¦ Basket trap (papyrus) | ||
| π¨ Painting "Underwater" | π¨ Painting "Prey" | π¨ Painting "Cow" | π¨ Painting "Sleeping Wolf" |
| *paintings are rare sell items! | |||
| π§¦Shepherd sandals | π§¦Shepherd cowl | π§¦Shepherd pants | π§¦Shepherd tunic |
| π§¦Nadiya shepherd rope |
| π§ Waxed cheddar cheese | π§ Cheddar cheese | π§ Blue cheese | |
| *full 4-slice wheels! | |||
| π Amaranth grain | π Rye grain | π Sunflower grain | |
| πΏ Hay bale (grass) | βͺ Bonemeal | π Feathers | π₯Fat (& rendered fat) |
| π Pelt (small) | π Pelt (medium) | π Pelt (large) | |
| π Leather (plain) | π Leather (orange) | π Leather (black) | π Leather (red) |
| π Leather (blue) | π Leather (purple) | π Leather (pink) | π Leather (white) |
| π Leather (yellow) | π Leather (gray) | π Leather (green) | |
| *some colours pay better! |
How do (Modify)?
This is for the fellas who wanna tweak how common these traders are.
Located in: assets/animaltrader/patches/traders-spawn.json
Why do?
Similar to Drocust Classes, I always wanted to make my very own custom Trader NPC. With there being a slight gap in animal trade, I figured why not?
What next (plan to do)?
I may make a Fishing Trader next, depends on how much y'all like this one. c:
And of course, I'm always looking for feedback on my mods! Whether it's balancing concerns or a bit of coding I could've done better, it's all very much welcome. π§‘
AAAH! HELP?! (Support)
Got bugs? π I have a Mod Forum on Discord, which is the best available contact and place to dump your crashlogs! I do still check ModDB, so it's not exclusive, just preferred. π
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.2 | animaltrader | 3934 | Aug 13th at 11:35 AM | animaltrader_1.2.2.zip | 1-click install | ||
|
ππ Happy 5K Downloads! ππ Updated: MinSpawnDistance now 500 rather than 1500, so you can potentially run into them sooner! Updated: buying/selling list additions Updated: some new namesπ§‘ | |||||||
| 1.2.1 | animaltrader | 4835 | Jun 14th at 4:09 PM | animaltrader_1.2.1.zip | 1-click install | ||
|
Updated: increased spawn rate to be more in-line with Fish Trader Updated: some outfits, and new names Fixed: all the leftover wearables errorlog spam (they were harmless, just annoying >:C) | |||||||
| 1.2.0 | animaltrader | 292 | Jun 13th at 4:12 PM | animaltrader_1.2.0.zip | 1-click install | ||
|
Fixed: Better Ruins incompatibility (for real this time, it's because I'd named my modded entity the vanilla trader π) Fixed: Some of the missing traderaccessories (for now) Removed: Redundant entity patch file, blessings be to Freakyuser396 for saving my mod! π§‘ | |||||||
| 1.1.0 | animaltrader | 307 | Jun 12th at 7:20 AM | animaltrader_1.1.0.zip | 1-click install | ||
|
- added compat-patch for BetterRuins (how dare you overwrite my dialogue ree >:C) | |||||||
| 1.0.0 | animaltrader | 213 | Jun 11th at 3:11 PM | Empty | animaltrader_1.0.0.zip | 1-click install | |

Those animals that they sell are what generation?
All animals sold are generation 0! :3 Just up in the description~
Oh... That kinda sucks :/
But oh well, i can work with this too.
Can you add a picture of the trader's building? I haven't been able to find one in the wild anywhere.
I certainly can! I've been meaning to do a proper mock-up spread for a few of my mods to better showcase what they have (especially my Traders), so I'll see about getting those up within the next week. c:
Thanks!
Is there a way to manually spawn this trader? If so, how would one do it?
So, the Trader NPC themselves you spawn through the creative menu like the other vanilla ones! But the building is a bit more complicated.
Unfortunately the /wgen structures list command no longer seems to work in 1.22, so you'd need to go into my mod, copy this file: assets\game\worldgen\schematics\overground\tradeoutposts\settlement\home-animal-trader.json , then stick it into the vanilla World Edit folder (where your saves and mods are, inside AppData) to be able to import it like a regular saved build.
However, this won't give the building the trader protections that natural generation does, and to my knowledge there's no way to force that to happen. You can do admin-level land claiming, but if you're in Singleplayer, you're the admin. π
Love this concept! Genuinely base game is lacking without an animals trader.
I am unfortunately not there yet with my code literacy. Is there an easy way to enable, lets say, gen 5 babies to be sold (so I can pick them back up in reed baskets T-T) instead of gen 0?
No worries if you don't have time to hold my hand through it :) I am sure trial and error will get me there (eventually)
Hey! I'm super happy to hear you like it. c:
So, in terms of selling generations of animals I don't believe it's supported in the default selling lists/json - generations (as far as I can tell) are only handled by the entity, never in an item ID outside their captured state, so their trapped version only temporarily memorizes the generation?
Long and short of it, you'd probably have to dip into C# to override that logic. π
Hello, a tiny question, in the Configuration segment here in description, isn't "MinSpawnDistance" meant to say "set lower for smaller distance from player spawn" ? Or if not then how is it different from minGroupDistance? :D
It is indeed. c: I was just sleepy as all hell and copy+pasted from minGroup. Easy fix-up. π
******EDIT****** It has been fixed with 1.2.0
Hey bud, was reading the comments and this issue isnt only with betteruins. Animal Trader 1.1.0
Just wanted to report something I ran into on my server. (Tested on multiple worlds, with/without Better Ruins)
After installing it, traders completely stopped spawning in my worlds. Even in Creative, when I try to spawn a trader, I get:
Whatβs weird is:
Trader structures still generate, but no NPC appears.
One thing I did find though:
If I disable Animal Trader through the serverconfig βDisabled Modsβ list and restart, traders start working again.
So it seems like something the mod is doing is sticking around or not fully unloading cleanly.
Not sure if itβs a load order thing or something with how trader entities are being registered, but figured Iβd report it in case it helps.
Thanks so much for digging into it and swinging by! I really appreciate that you cared enough to test so thoroughly, and I'm sorry for my bumbling about - I'm still very much learning how to mod!
To explain what happened, it was two very simple oversights of mine, that Freakyuser helped me identify over on Discord. π
1) In my excitement to have individual female and male trader files (to individualize outfits/names/voices), I completely forgot to rename them away from the vanilla trader-male and trader-female file names. So my mod was replacing vanilla traders outright, oops!
2) I had unknowingly created two major structures - one that patched into vanilla traders, and one that created new traders (the .jsons above), and that redundancy doubled down on replacing vanilla traders.
Changing 1 and removing 2 is why 1.2.0 is now clean with BetterRuins. c': It didn't cause errors because, by the game's understanding, what I was doing was fully intentional!
Glad I could help!
Abed Zverel With no short thanks to Freakyuser396, Animal Trader 1.2.0 is now actually compatible with Better Ruins!
Turns out I missed more than the hiccup of my own testing, it should hopefully be smooth sailing from here. There are a few render-related errors that'll get thrown up (just incorrect wearables because other code was changed), but I'll clean that up at a later date with a proper outfit overhaul in the future.
For now, I can sleep, because it's working. π
alls good traders appear and animal trader also works but idk seems his spawn chance is a bit too low I made a lot of worlds and flew around but still couldnt find him so I set spawn chance at 10 and minGroupDistance MinSpawnDistance also at 10 to at least see If he works otherwise everything seems to be working fine
I'll have a look into maybe tweaking the spawn to be a little higher! With how admittedly powerful their stock is - essentially an (expensive) alternate route to farming animals than having to trap them, I did want them to be a bit less common than regular traders.
smash download you just saved me the trouble of making my own!
Seems this mod doesn't work with Better Ruins. All the traders disappeared.
[Error] Patch 1 (target: game:entities/humanoid/trader-male.json) in betterruins:patches/others/trader/dialogue/dialogue-patches.json failed because supplied path /temp/clientfallback is invalid: The json path /client/behaviors/4/dialogueByType/* was not found. Could traverse until /client/behaviors/4, but then 'dialogueByType' does not exist. Full json at this path: {
"code": "conversable",
"dialogue": "animaltrader:config/dialogue/trader-livestock"
}
etc.
Hmm.. I'll see what I can do to fix this! I make and test my mods fully vanilla, and since there's a lot of patching to vanilla assets, there's chances some mods won't play nice (if they talk to the same code).
Abed Pinging you with the update - 1.1.0 has a BetterRuins compatability patch! Please let me know if you run into any further hiccups, but my end of testing shows green lights. c:
I have the same problem as the other guy when all traders disappear when using your mod with better ruins but im not a code guy to know whats up and I just downloaded the modπ€·ββοΈ
Which version of Better Ruins and Animal Trader are you using?
newest ones animal trader 1.1.0 and better ruins 0.6.3 just updated before that I tried with 0.6.2 but result was the same traders just disappear
Truly a trader concept that should be part of the base game.
Great mod idea. What generation are the baby animals?
Thank you! π§‘ They're all generation 0, I'll jot that into the description.