About this mod
Traders spawn randomly rather than being set to specific biomes.
- Permissions and credits
This will only work when generating a new map, as that is when the traders are placed.
Tested on V1.0 (b333).
Mod version 1.2 (V1.0 b333)
Please read, additional step required: For V1.0, before you generate a new map, you will need to manually replace the traders POI xml files, these cannot be updated through a normal xpath mod as we can only target the config folder with them.
In the mod download you will find an extra directory "Ana_Traders\Data\Prefabs\POIs". Within the POIs folder there are 5 .xml files, one for each trader, these will need to be copied manually into the matching folder of your game directory; "Your install dir\7 Days To Die\Data\Prefabs\POIs".
The rest of the file will just go into your mod folder as it normally would.
Note that these files will be replaced on any game updates, so will need to be replaced again if making new worlds following a game update.
The only change made to the trader files is the addition of a "trader" tag to each of them. One of the recent updates changed their spawning behaviour so that they only looked at other traders of the same type when deciding how close they could spawn to each other, which is fine if you only have one trader type per zone, but it goes all wonky if you have them spawning randomly.
Mod version 1.1
I had not realised that the quests to go to a new trader on completion of a quest tier had been tied to specific traders.
V1.1 of the mod changes this so that whichever trader you complete a tier at will offer you the "Next Trader" quest, and will send you to the closest trader in the same way they did in A21.
Please note: I have only tested this using the dev items to complete turn-ins, it appeared to work as expected; any trader would give any tier completion "Next Trader" quest, but I don't know whether there may be any other changes with this new trader progression that I have not encountered yet, that may not be apparent until actually playing through normally.
This part of the mod will work on existing saves as it only amends the quests.xml and not the RWGmixer.
Tested on V1.0 (b309).