Gideon Posted June 20, 2023 Share Posted June 20, 2023 Maps generate with multiple of each trader. I find this kind of silly, and a bit immersion breaking (just my opinion). For instance, within 1K of each other in the RWG world we are using we have two Rekt and two Hugh. The duplicates share the progression of each other, but not the inventory. This lets us double dip on supplies we can buy from each of these really easily. It makes buying what each one sells much easier (food, water, crafting books, ammo, weapons), to the point where we are never short on any of these things rather early in progression. Some may like that, and more power to you if you do. We do not. Is there a setting or a change to files I can make to enforce only one of each trader spawning in a random world? Thanks. Link to comment Share on other sites More sharing options...
Syphon583 Posted June 20, 2023 Share Posted June 20, 2023 I used to think the same way, but the fact that they share progression (but not inventory) leads me to conclude that they are not duplicate traders (i.e. twins/triplets/etc.), just multiple locations. It's theoretically the same person, just at a different location. Now, this thought process does not really answer your question. There is no game setting to avoid duplicate traders and not aware of any mod that can change it. It is possible to go into the world gen files and remove any lines for duplicated traders in the POI list or replace it with a trader that didn't get generated. Pretty sure every trader compound has the same footprint, so it shouldn't cause any issues. Link to comment Share on other sites More sharing options...
Riamus Posted June 21, 2023 Share Posted June 21, 2023 With only 5 different traders, they need to allow duplicates in order to have enough traders for the map. But you can always remove duplicates if you want from the prefabs.xml file before starting a new game on your map. More control over RWG settings would be great and this could certainly be something added there. Link to comment Share on other sites More sharing options...
Gideon Posted June 21, 2023 Author Share Posted June 21, 2023 14 hours ago, Riamus said: With only 5 different traders, they need to allow duplicates in order to have enough traders for the map. But you can always remove duplicates if you want from the prefabs.xml file before starting a new game on your map. More control over RWG settings would be great and this could certainly be something added there. I can appreciate that. As a counter point: if there are one of each trader spawned around the map, and only one of each, and they are distributed around the whole map, then moving between traders, setting up bases as midway points, and other aspects become a bit more epic. Plus, literally having four trade posts within one kilometer of each other, but those four only being two types of traders (two Hugh and two Rekt) seems a bit silly to me. May just be me, but it feels kind of wrong for them to be teleporting between bases like that. Link to comment Share on other sites More sharing options...
canadianbluebeer Posted June 21, 2023 Share Posted June 21, 2023 Trader Jen. Trader Jill. Trader Julie. Trader Juggs... wait... Make each current trader a class, and have a few of each (use the same model for all I care) Then you can have different progression at each trader, different inventory, but the same type of inventory. smiple. Link to comment Share on other sites More sharing options...
Riamus Posted June 21, 2023 Share Posted June 21, 2023 2 hours ago, Gideon said: I can appreciate that. As a counter point: if there are one of each trader spawned around the map, and only one of each, and they are distributed around the whole map, then moving between traders, setting up bases as midway points, and other aspects become a bit more epic. Plus, literally having four trade posts within one kilometer of each other, but those four only being two types of traders (two Hugh and two Rekt) seems a bit silly to me. May just be me, but it feels kind of wrong for them to be teleporting between bases like that. Don't forget that maps don't have to be small. A 16k map with only 5 traders would not be enjoyable to most players. Like I said, a setting in RWG would be useful for those who want to control traders. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now