Mods / Trader Camps
Author: WickedSchnitzel
Side: Server
Created: Jun 12th 2022 at 1:23 PM
Last modified: Mar 21st at 9:11 PM
Downloads: 21637
Follow Unfollow 434
Latest file for v1.19.5-rc.3:
cob_tradercamps_1.1.4.zip
1-click install
This is a stand-alone version of a mod originaly created for the 'CoB' Server Pack.
Mod description:
In the vanilla game, traders can mostly be found as lone wolves somewhere in the wild.
With this mod, traders will more often hang out together in small camps. Single traders will
still be available, but less often.
This version of our server mod is free to use on any other multiplayer server.
Your clients do not need to download this mod. It's server side only.
Website: www.vintagestory.online
Discord: discord.gg/jbVQTd3h77
HOW TO MODIFY:
==============
The mod will generate a "TraderCamps.json" in your ModConfig folder.
"TraderCampSetup":
1 - (medium density, claimed)
2 - (medium density, unclaimed)
3 - (high density, claimed)
4 - (high density, unclaimed)
5 - (low density, claimed)
6 - (low density, unclaimed)
"WastedCampSetup":
0 - (no wasted camps)
1 - (medium density, unclaimed)
2 - (high density, unclaimed)
3 - (low density, unclaimed)
"LoneTraderSetup":
0 - (no lone traders)
1 - (rare, claimed)
2 - (rare, unclaimed)
3 - (common, claimed)
4 - (common, unclaimed)
Note: Will only apply to traders in newly generated chunks.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.4 | 5544 | Mar 21st at 9:11 PM | Show | cob_tradercamps_1.1.4.zip | Install now | |
v1.1.3 | 348 | Mar 17th at 10:37 PM | Show | cob_tradercamps_1.1.3.zip | Install now | |
v1.1.2 | 1240 | Feb 21st at 7:44 PM | Show | cob_tradercamps_1.1.2.zip | Install now | |
v1.1.1 | 405 | Feb 18th at 8:39 PM | Show | cob_tradercamps_1.1.1.zip | Install now | |
v1.1.0 | 722 | Feb 8th at 4:12 PM | Show | cob_tradercamps_1.1.0.zip | Install now | |
v1.0.9 | 318 | Feb 6th at 4:41 PM | Show | cob_tradercamps_1.0.9.zip | Install now | |
v1.0.8 | 1455 | Jan 7th at 5:00 PM | Show | cob_tradercamps.zip | Install now | |
v1.0.7 | 218 | Jan 6th at 11:13 PM | Show | cob_tradercamps.zip | Install now | |
v1.0.6 | 4483 | Jul 1st 2023 at 8:06 PM | Show | cob_tradercamps_1.0.6.zip | Install now | |
v1.0.5 | 1217 | May 26th 2023 at 5:22 PM | Show | cob_tradercamps_1.0.5.zip | Install now | |
v1.0.4 | 2233 | Dec 2nd 2022 at 5:31 PM | Show | cob_tradercamps_1.0.4.zip | Install now | |
v1.0.3 | 323 | Nov 30th 2022 at 5:53 PM | Show | cob_tradercamps_1.0.3.zip | Install now | |
v1.0.2 | 1156 | Aug 29th 2022 at 5:42 PM | Show | cob_tradercamps_1.0.2.zip | Install now | |
v1.0.1 | 748 | Jul 7th 2022 at 8:19 AM | Show | cob_tradercamps_1.0.1.zip | Install now | |
v1.0.0 | 1227 | Jun 12th 2022 at 1:24 PM | Show | cob_tradercamps_1.0.0.zip | Install now |
@silverfang
Obviously im not the mod author but I'm fairly certain this mod simply adds structures that would otherwise replace Vanilla Traders.
If you have a different trader mod that only adds a single individual trader, then there would be no reason to replace any vanilla traders, which would mean that the domestic animal trader would be its own, seperate structure file. So it shouldn't be infeasible to see a trader camp and a domestic animal trader spring up literally next door to eachother. Even on top of eachother, if world generation gets wonky and weird.
Try flipping it to 3,0,0 and see what happens. If you're still struggling to find any, maybe download trader balloons as its possible that you're simply missing the traders through world gen like forests or weird valley generation.
Does this affect traders from mods that have different camp types? I have the domestic animal trader mod, and I got 2 within 100 blocks of each other. I only found 1 other trader and it was also the domestic animal trader. I havent seen any others. setting at 2,1,2 on VS 1.19.8
WickedSchnitzel there were unvisited traders prior to installing the mod (unvisited as in visible on the map, but not yet approached), which vanished after adding the mod. Traders which were previously visited were unaffected.
What do you mean with "disappear"? It will only add the camps to newly generated chunks, it will not modify existing ones. BTubbs200
I added this to my already existing world and it seemed to make a lot of my existing traders completely disappear from the world.
Finestof563 I think the json config files are generated upon starting a game (not just the app but the playthrough). It did for me even with an existing saved game.
The mod didn't add TraderCamps.json to my ModConfig folder, so I can't configure it. What can I do about this?
all the trader camps seam to be local traders is something wrong or is that intedned...... they also seam to be FAR FAR FAR FAR more common than normal traders, are they replacing them?
WickedSchnitzel There we go, it is working as intended, thank you.
should be fixed Lohn Ezekial
I'm having the same issue as Ezekial below, TraderCamps set to 1, Wasted and Lone set to 0 and only getting solo traders.
So for me, it seems I only get lone traders when I disabled the wasted and lone traders and kept the camps enabled, I tested it with no other mods enabled in my game.
Just tested it. Works for me. Make sure the mod is enabled in the mod manager. Shrumaloo
After downloading this mod, it is not generating the "TraderCamps.json" in the ModConfig folder. I tried uninstalling and reinstalling but it still won't appaear
The latest version has it, but you need to delete the config file, so that the new option will be added to it JACO1989
Hey, would it be possible to make versions of the mod without empty traders?
damn thanks lol, that was fast
A way to disable the wasted camps would be nice if it doesn't exist already. I didn't see anything in the config. Really like the trader camps but I still find the wasted ones way too often and it gets my hopes up way too much. I get its kind of a tradeoff but an option would be nice. I do think they should stay on by default but its not for me personally. Also, if I were to spawn in a trader at a wasted camp, would they actually stay there at the camp?
Wasted trader camps are unclaimed by default since 1.0.9, no matter the setting.
Maybe the trader camps with dead traders could be lootable? It's not like they need the stuff anymore, and the dissapointment of finding dead traders won't bee so bad
They should spawn less often now Chainlink
Last few games I've started has mostly dead trader camps, like 75% dead. Is this normal? My settings in the json are 4,4.
Changed settings will only apply to traders in newly generated chunks. It will not modify trader claims that have been set already. If you need to unclaim something, do '/land adminfreehere' while standing inside a claim. Maamessu
What does "unclaimed" mean, exactly? I thought it would mean it would be possible to break/interact with trader wagons, but despite having the config file set to 6 and 2, that doesn't seem to be the case.
awesome. cheers wickedschnitzel. think im gunna add it befor we explore too much.
you can install this mod anytime, traders will generate in unexplored chunks only though. Khana
i could make the wasted tradercamp unclaimed by default, but i am not sure if thats the best idea, because of some items in there. i'll have a look at least Edel_Recke
if i install this after worlds generated and somewhat explored, do they then spawn in somewhere? or does it need to be a new job? i dnt need to restart the world again do i?
The camp of the dead traders has still the old crates. Could be fixed.
One request: is it possible to set dead camps as unsaved property or is this currently unpossible?
Really good mod, it made traders much more usefull to me and the bigger camps look really good! Thank you!
I was wondering, since this mod has a trader density to it, is there a way to just alter the density without increasing the rate of trader camps. So, all traders just spawn less often, because I've found setting it to low is just mitigated by groups of three popping up together quickly. Figured I'd ask you as this is the only mod I could find that edited trader spawn values and might know, thanks.
Seems like they do mix. But i believe "Better Trader" camps will spawn more often. Also the config of this mod won't affect the other traders in terms of spawn chance.
Is this mod compatible with BetterTraders?
Thanks for the clarification. :)
Some of these are in vanilla already, thats right. But vanilla does spawn them very rarely only. This mod modifies them and makes them spawn much more often. In return, it reduces the chance for single trader wagons to spawn. There's also a configuration file to fine tune things. Lumber
Aren't these already in Vanilla? I've ran across them and not installed your mod. It's usually 3 wagons in a semi circle around a campfire with a pot cooking and some misc. containers...basically like the pic for the mod. What does this do that's different?
That's awesome, thanks for this, going to try it out now!
It's working. I am currently also working on an update, which will include a config file with the options to spawn camps claimed/not claimed by traders, to spawn them either locked or unlocked (the doors) and probably also with an option to define spawn density. Ziru Lyric SleepyNotDead
is this working in 1.7.9?
Hey, did you change this mod so that the inside of the wagons are inaccessible now? Instead of the normal doors, there is what looks like a door which is named ebony planks and won't open. Tested this with just this mod installed and no others to rule out a conflict but I am running 1.17.1. Just thought I'd ask as it looks intentional rather than something that would occur through version incompatibility. If it is would love a version where the inside of the trader camp wagons are still accessible as I love this mod. Thanks.
After a bunch of creative mode testing in multiple worlds, the trader camps are incredibly rare and the single traders are still the most common despite what the description says, is there a way i can tweak this in like.. the files or something?
Nice, always glad to see great server-exclusive mods get shared with the masses.
Thanks for making this a separate release!