giKoN Posted February 6, 2019 Share Posted February 6, 2019 Hi all, I was currently working on a furniture store and thought I will put a spefically defined furniture trader in there which sells only decoration articles which aren't craftable or lootable. Of course I build the store, modded the spawnblock, entityclass and the lootdummy first but realized the trader items are defined for only one trader type. Has anyone played around with that and figured out if its possible to make specific traders? Would love to have specialized ones, building items trader near a construction site, military trader at gun stores and similar. Would be awesome if someone knows a way. Thx, giK Link to comment Share on other sites More sharing options...
stasis78 Posted February 6, 2019 Share Posted February 6, 2019 There’s nothing I’ve seen in the xml to support this. It would require code changes. Link to comment Share on other sites More sharing options...
giKoN Posted February 6, 2019 Author Share Posted February 6, 2019 There’s nothing I’ve seen in the xml to support this. It would require code changes. Actually I have already found a quickwin and workaround. Instead of an actual trader I will use a block - either im abusing the sleeper spawn prefab or just a machine. For blocks you can define the trader ID (might work for entityclass too, but haven't tested yet and am looking for a quickwin so i can go to bed). I had already used <append xpath="/blocks"> <block name="Trader_Machine"> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="cntVendingMachine" /> <property name="Extends" value="cntVendingMachine" /> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Crafting/vending_machine_traderPrefab"/> <property name="TraderID" value="1" /> </block> </append> for a trader replacement as my RWG had too few. I'll just define it here. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 6, 2019 Share Posted February 6, 2019 My mod has a Trading machine you find it in the quests modlet https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=942391&viewfull=1#post942391 Traders themself i did not edit until now i hope its so easy like the machine <block name="+VendingMachine"> <property name="Extends" value="cntVendingMachine"/> <property name="CustomIcon" value="cntVendingMachine"/> <property name="CustomIconTint" value="255,255,0"/> <property name="CreativeMode" value="Player"/> <property name="Model" value="Entities/Crafting/vending_machine_traderPrefab"/> <property name="TraderID" value="6"/> <property name="FilterTags" value="floot,ffurniture"/> </block> <trader_info id="6" reset_interval="2" override_buy_markup="1.0" allow_sell="false" min_inventory="6" max_inventory="13" min_items_swapped="6" max_items_swapped="13"> <trader_items count="10"> <item name="drugPainkillers" count="1" /> <item name="medicalFirstAidBandage" count="1" /> <item name="medicalSplint" count="1" /> <item name="drugPainkillers" count="1" /> <item name="medicalFirstAidBandage" count="1" /> <item name="medicalSplint" count="1" /> <item name="foodCropCorn" count="4,8"/> <item name="foodCropPotato" count="4,8"/> <item name="foodCropBlueberries" count="4,8"/> <item name="foodCropMushrooms" count="4,8"/> <item name="foodEgg" count="2,8"/> <item name="foodRawMeat" count="10,40"/> <item name="foodHoney" count="1,2"/> <item name="foodCanBeef" count="2,3"/> <item name="foodCanPasta" count="2,3"/> <item name="foodCanSoup" count="2,3"/> <item name="drinkJarBoiledWater" count="2,3"/> <item name="drinkJarGoldenRodTea" count="2,3"/> <item name="drinkJarRedTea" count="2,3"/> <item name="drinkJarCoffee" count="2,3"/> </trader_items> <tier_items level="1,499" count="all"> <!-- requires Perk 0 --> <item name="ammo9mmBullet" count="10,30"/> <item name="ammo762mmBulletFMJ" count="5,30"/> <item name="ammo44MagnumBullet" count="5,20" /> <item name="ammoShotgunShell" count="5,20"/> </tier_items> <tier_items level="500,2999" count="all"> <!-- requires Perk 1-2 --> <item name="ammo9mmBullet" count="15,50"/> <item name="ammo762mmBulletFMJ" count="15,50"/> <item name="ammo44MagnumBullet" count="5,30"/> <item name="ammoShotgunShell" count="5,30"/> </tier_items> <tier_items level="3000,3999" count="all"> <!-- requires Perk 3 --> <item name="ammo9mmBullet" count="25,70"/> <item name="ammo762mmBulletFMJ" count="20,80"/> <item name="ammo44MagnumBullet" count="10,40" /> <item name="ammoShotgunShell" count="10,40"/> </tier_items> <tier_items level="4000,4999" count="all"> <!-- requires Perk 4 --> <item name="ammo9mmBullet" count="40,250"/> <item name="ammo762mmBulletFMJ" count="40,120"/> <item name="ammo44MagnumBullet" count="20,80" /> <item name="ammoShotgunShell" count="20,80"/> </tier_items> <tier_items level="5000,-1" count="all"> <!-- requires Perk 5 --> <item name="ammo9mmBullet" count="100,300"/> <item name="ammo762mmBulletFMJ" count="50,200"/> <item name="ammo44MagnumBullet" count="30,100" /> <item name="ammoShotgunShell" count="30,100"/> </tier_items> </trader_info> </append> Link to comment Share on other sites More sharing options...
giKoN Posted February 6, 2019 Author Share Posted February 6, 2019 Just tested using the TraderID in the entityclass but didn't define a different TraderGroup. So I guess a block will have to be the way to go. Link to comment Share on other sites More sharing options...
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