Mods / Trader Camps

Category: #QoL #Tweak #Worldgen
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.

Replace the number depending on what kind of setup you would like to use. ( click here )

"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

42 Comments (oldest first | newest first)

💬 BriarBlack, 2 days ago

@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.

💬 Silverfang, 2 days ago

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

💬 BTubbs200, Jul 17th at 4:39 PM

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.

💬 WickedSchnitzelAuthor, Jun 14th at 4:45 AM

What do you mean with "disappear"? It will only add the camps to newly generated chunks, it will not modify existing ones. BTubbs200

💬 BTubbs200, Jun 10th at 11:48 PM

I added this to my already existing world and it seemed to make a lot of my existing traders completely disappear from the world.

💬 lord_luba, May 24th at 7:52 AM

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.

💬 Finestof563, May 23rd at 10:45 PM

The mod didn't add TraderCamps.json to my ModConfig folder, so I can't configure it. What can I do about this?

💬 Azraile, Apr 7th at 8:31 AM

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?

💬 Ezekial, Mar 22nd at 2:13 AM

WickedSchnitzel There we go, it is working as intended, thank you.

💬 WickedSchnitzelAuthor, Mar 21st at 9:11 PM

should be fixed Lohn Ezekial

💬 Lohn, Mar 19th at 5:01 AM

I'm having the same issue as Ezekial below, TraderCamps set to 1, Wasted and Lone set to 0 and only getting solo traders.

💬 Ezekial, Mar 15th at 10:53 PM

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.

💬 WickedSchnitzelAuthor, Feb 24th at 10:00 PM

Just tested it. Works for me. Make sure the mod is enabled in the mod manager. Shrumaloo

💬 Shrumaloo, Feb 23rd at 10:42 PM

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

💬 WickedSchnitzelAuthor, Feb 23rd at 7:06 PM

The latest version has it, but you need to delete the config file, so that the new option will be added to it JACO1989

💬 JACO1989, Feb 23rd at 2:26 PM

Hey, would it be possible to make versions of the mod without empty traders?

💬 Jack67119, Feb 21st at 8:57 PM

damn thanks lol, that was fast

💬 Jack67119, Feb 21st at 7:53 AM

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?

💬 WickedSchnitzelAuthor, Feb 19th at 12:12 AM

Wasted trader camps are unclaimed by default since 1.0.9, no matter the setting.

💬 breeze108, Feb 18th at 10:50 PM

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

 

💬 WickedSchnitzelAuthor, Feb 18th at 8:40 PM

They should spawn less often now Chainlink

💬 Chainlink, Feb 16th at 11:08 AM

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.

💬 WickedSchnitzelAuthor, Feb 13th at 10:21 AM

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

💬 Maamessu, Feb 13th at 12:45 AM

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.

💬 Khana, Feb 12th at 10:48 AM

awesome. cheers wickedschnitzel. think im gunna add it befor we explore too much.

 

 

💬 WickedSchnitzelAuthor, Feb 6th at 1:54 PM

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

💬 Khana, Feb 4th at 6:46 PM

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?

 

 

💬 Edel_Recke, Jan 26th at 3:40 PM

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?

💬 Antar, Aug 10th 2023 at 6:40 AM

Really good mod, it made traders much more usefull to me and the bigger camps look really good! Thank you!

💬 THEJamiboi, Jun 7th 2023 at 12:18 AM

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.

💬 WickedSchnitzelAuthor, Jun 1st 2023 at 11:15 PM

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.

💬 Shion, May 31st 2023 at 5:55 AM

Is this mod compatible with BetterTraders?

💬 Lumber, Feb 6th 2023 at 12:22 AM

Thanks for the clarification. :)

💬 WickedSchnitzelAuthor, Feb 3rd 2023 at 7:24 PM

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

💬 Lumber, Jan 7th 2023 at 1:17 AM

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?

💬 Lyric, Dec 4th 2022 at 12:01 PM

That's awesome, thanks for this, going to try it out now!

💬 WickedSchnitzelAuthor, Nov 29th 2022 at 7:23 PM

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

💬 Ziru, Nov 28th 2022 at 2:53 PM

is this working in 1.7.9?

💬 Lyric, Sep 2nd 2022 at 1:26 PM

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.

💬 SleepyNotDead, Jul 17th 2022 at 4:52 AM

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? 

💬 Buggi, Jun 13th 2022 at 3:55 AM

Nice, always glad to see great server-exclusive mods get shared with the masses.

💬 Ryker, Jun 12th 2022 at 6:15 PM

Thanks for making this a separate release!

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