alexbyrd2 Posted July 24, 2023 Share Posted July 24, 2023 A major problem on many servers is issues with some Traders not opening because too many are already open. I'd like to reduce the number of traders to 5, to have 1 of each trader, but I don't see any way to ensure each trader is spawned, as opposed to duplicates of one or more. My current thought is to move the <property name="spawn_trader" value="true"/> value from roadsides to Cities, so traders always spawn near them, but I need some way to make sure I only get one of each trader ID. Are there additional property values that would allow me to do this? If so, maybe it would be possible to do something like enabling spawning of specific traders in specific biomes (ex: Jen in forest, Bob in wasteland, etc.) Link to comment Share on other sites More sharing options...
cammel Posted July 24, 2023 Share Posted July 24, 2023 (edited) At the bottom of rwgmixer is this line <prefab_spawn_adjust tags="trader" bias="20" min_count="10"/> However I have changed mine to this <prefab_spawn_adjust tags="trader" bias="20" min_count="5" max_count="5"/> And still get 8-10 traders. Only other option would be to remove the extra traders from the POI list after generating the map. Edited July 24, 2023 by cammel (see edit history) Link to comment Share on other sites More sharing options...
alexbyrd2 Posted July 24, 2023 Author Share Posted July 24, 2023 (edited) I just tried that myself and had the same problem... doesn't seem like the min/max values are being followed. I even tried dropping the bias to 10 and 5, similar to the wedding entry below that line and it did nothing. Even the following didn't work: <prefab_spawn_adjust name="trader_jen" min_count="1" max_count="1"/> Edited July 24, 2023 by alexbyrd2 (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2023 Share Posted July 24, 2023 (edited) In each traders xml you can try adding the duplicate repeat line and changing it to 16000 You can find this line in the nursing home xml. Change the theme distance repeat to 16000 also Edited July 24, 2023 by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
alexbyrd2 Posted July 24, 2023 Author Share Posted July 24, 2023 That kinda worked. The repeat was perfect, but the theme distance was way too high, since all traders are part of the same theme, so there was only 1 trader. Dropping it to 1000 gave me one of each trader on a 6k map. You can probably have a higher number on larger maps, but I wouldn't go past 2k honestly. 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2023 Share Posted July 24, 2023 21 minutes ago, alexbyrd2 said: That kinda worked. The repeat was perfect, but the theme distance was way too high, since all traders are part of the same theme, so there was only 1 trader. Dropping it to 1000 gave me one of each trader on a 6k map. You can probably have a higher number on larger maps, but I wouldn't go past 2k honestly. Argh yeh good point on the theme distance stuff my bad but yeh the rest should make it how you want with a theme distance of 1000 as you put it Link to comment Share on other sites More sharing options...
alexbyrd2 Posted July 24, 2023 Author Share Posted July 24, 2023 Make an 8k and 10 to test. Worked great. Thanks for the help! 1 Link to comment Share on other sites More sharing options...
métaphore Posted July 24, 2023 Share Posted July 24, 2023 3 hours ago, alexbyrd2 said: A major problem on many servers is issues with some Traders not opening because too many are already open. I'd like to reduce the number of traders to 5, to have 1 of each trader, but I don't see any way to ensure each trader is spawned, as opposed to duplicates of one or more. My current thought is to move the <property name="spawn_trader" value="true"/> value from roadsides to Cities, so traders always spawn near them, but I need some way to make sure I only get one of each trader ID. Are there additional property values that would allow me to do this? If so, maybe it would be possible to do something like enabling spawning of specific traders in specific biomes (ex: Jen in forest, Bob in wasteland, etc.) As you know exactly what you want, why dont you do it manually rather than trying to play with distance and such? Generate a map with a lot of traders > open prefabs.xml in new world folder > select five which are at the best spot > remove all the others (delete the lines) > change the names in order to have one of each: "trader_jen"; "trader_bob"; "trader_joel"; etc. > save prefabs.xml > launch and play ! Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2023 Share Posted July 24, 2023 28 minutes ago, alexbyrd2 said: Make an 8k and 10 to test. Worked great. Thanks for the help! No worries enjoy 1 Link to comment Share on other sites More sharing options...
alexbyrd2 Posted July 24, 2023 Author Share Posted July 24, 2023 10 hours ago, métaphore said: As you know exactly what you want, why dont you do it manually rather than trying to play with distance and such? Generate a map with a lot of traders > open prefabs.xml in new world folder > select five which are at the best spot > remove all the others (delete the lines) > change the names in order to have one of each: "trader_jen"; "trader_bob"; "trader_joel"; etc. > save prefabs.xml > launch and play ! That's a fair suggestion, but it'd be easier I think to just set the traders and rwg up poperly and let it do it for me, rather than searching the prefabs in the gen world, fly around the splat to see the locations and the nearby poi's, then delete and rename to replace things. If the rwg is setup right I can make them spawn attached to cities and certain distances apart without needing to rely on luck. Also keeps one city from having 2-3 traders around it. 1 Link to comment Share on other sites More sharing options...
métaphore Posted July 25, 2023 Share Posted July 25, 2023 (edited) On 7/24/2023 at 5:33 PM, alexbyrd2 said: That's a fair suggestion, but it'd be easier I think to just set the traders and rwg up poperly and let it do it for me, rather than searching the prefabs in the gen world, fly around the splat to see the locations and the nearby poi's, then delete and rename to replace things. If the rwg is setup right I can make them spawn attached to cities and certain distances apart without needing to rely on luck. Also keeps one city from having 2-3 traders around it. Fair point if you really can get your RWG spawning the right number of cities with their attached trader, depending of your map size, relief and seed. I do know that I can't do that. Simply making a flat map with my selected biomes having the correct size and place seems already quite complicated actually. Edited July 25, 2023 by métaphore (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted July 26, 2023 Share Posted July 26, 2023 (edited) It occurred to me, I could make alternative versions of the trader POIs that had no trader, but zombies instead. I'd append an "x" onto the name of the POI and rig them not to get placed by RWG. Then you could edit a map RWG created and append the "x" onto the POI name and you'd swap a working trader for a dead trader that was overrun with zombies. For instance, you edit your world's prefab.xml file, find this: <decoration type="model" name="trader_bob" position="1605,34,-1306" rotation="1"/> And change it to this: <decoration type="model" name="trader_bobx" position="1605,34,-1306" rotation="1"/> And you'd be done, so long as you had the alternative versions of those trader POIs. I'll try it, and if it pans out, I could (likely) get the alternative traders into the next release of my modlet. UDPATE: The concept works. I just need to work on the POIs. Edited July 26, 2023 by zztong (see edit history) Link to comment Share on other sites More sharing options...
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