Zolokhan Posted October 16 Share Posted October 16 I found a mod that did this but it is out of date ... i made one but it is not working ... rwgmixer.xml : <set xpath="/rwgmixer/roadside/property[@name='spawn_trader']/@value">false</set> <append xpath="/rwgmixer/township[@name='countrytown']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/township[@name='town']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/township[@name='city']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='wilderness']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='commercial']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='downtown']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='industrial']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='residential']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='countryresidential']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='rural']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/district[@name='gateway']"> <property name="spawn_trader" value="false"/> </append> I do not know why traders are still popping up. Thank you for any help Link to comment Share on other sites More sharing options...
zztong Posted October 16 Share Posted October 16 I have an alternative approach that might interest you. My modlet (ZZTong-Prefabs) comes with optional "dead" trader POIs that can be used to replace some or all of a world's traders. To do so, you edit the world's prefabs.xml file and change lines like this... <decoration type="model" name="trader_joel" position="1985,34,-2656" rotation="3"/> ... to lines like this (note the addition of an 'x' to the name)... <decoration type="model" name="trader_joelx" position="1985,34,-2656" rotation="3"/> Link to comment Share on other sites More sharing options...
Zolokhan Posted October 18 Author Share Posted October 18 thank you i will ty that Link to comment Share on other sites More sharing options...
Zolokhan Posted October 22 Author Share Posted October 22 so that did not work but i tried this which is even easier ... <remove xpath="/rwgmixer/prefab_spawn_adjust[@tags='trader']"/> <append xpath="/rwgmixer"> <prefab_spawn_adjust tags="trader" max_count="0"/> </append> it just sets the max count of traders to 0 .... it was easier than i thought. Link to comment Share on other sites More sharing options...
Zolokhan Posted October 22 Author Share Posted October 22 still did not work ... only worked on small maps. I have them GREATLY reduced but still not gone. Link to comment Share on other sites More sharing options...
zztong Posted October 22 Share Posted October 22 12 hours ago, Zolokhan said: so that did not work but i tried this which is even easier Did you get error messages, or something? If so, what were they? Link to comment Share on other sites More sharing options...
Zolokhan Posted October 22 Author Share Posted October 22 (edited) maybe finally killed traders <remove xpath="/rwgmixer/prefab_spawn_adjust[@tags='trader']"/> <append xpath="/rwgmixer"> <prefab_spawn_adjust tags="trader" bias="-100" max_count="0"/> </append> i need to make a few more random worlds but so far no traders. Please note : this is only playable because i made a mod that makes EVERYTHING craftable! Zolokhan's mod - it also adds a @%$# ton of zombies to everywhere. Edited October 22 by Zolokhan (see edit history) Link to comment Share on other sites More sharing options...
usHallgrim Posted November 9 Share Posted November 9 Zolokhan: This is GREAT!!! I just generated an 8k map and no trader POIs 👍 FWIW (this might help a newbie like myself) but I dropped your code into /Mods/Zolokhan No Trader/Config/rwgmixer.xml and I got an error which took me a bit to figure out. The parser evidently wants a root element to encapsulate code so all I had to do was wrap <configs></configs> around it and boom worked like a charm. I think ignored code like comments and the xml version statement I sometimes see in mods can be outside a root encapsulation? Not sure. Link to comment Share on other sites More sharing options...
usHallgrim Posted November 16 Share Posted November 16 I have to laugh at myself I just reached level 53 and it dawned on me that I haven't seen any roads connecting the towns. I'm thinking that maybe the world generator keys off of trader placements to build the roads? Not sure, but the option I was running with before was to generate the world and then go into world editor and manually delete the trader POIs. Link to comment Share on other sites More sharing options...
stallionsden Posted November 16 Share Posted November 16 (edited) 6 minutes ago, usHallgrim said: I have to laugh at myself I just reached level 53 and it dawned on me that I haven't seen any roads connecting the towns. I'm thinking that maybe the world generator keys off of trader placements to build the roads? Not sure, but the option I was running with before was to generate the world and then go into world editor and manually delete the trader POIs. The roads are not generated based on traders. You using rwg map gen yeh Edited November 16 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
usHallgrim Posted November 16 Share Posted November 16 I am using TFP vanilla generator. Here are the settings: <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="8192,8192" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.1.16" /> <property name="Generation.Seed" value="K" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="Default" /> <property name="Generation.Lakes" value="Default" /> <property name="Generation.Rivers" value="Default" /> <property name="Generation.Cracks" value="Few" /> <property name="Generation.Craters" value="Few" /> <property name="Generation.Plains" value="10" /> <property name="Generation.Hills" value="4" /> <property name="Generation.Mountains" value="2" /> <property name="Generation.Snow" value="5" /> <property name="Generation.Forest" value="5" /> <property name="Generation.Desert" value="5" /> <property name="Generation.Wasteland" value="5" /> </MapInfo> Link to comment Share on other sites More sharing options...
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