

Traders Revised 2.0
Adds copies of traders to the sale lists for relocation as well as more modded trades

Description
<p>A remake of a previous mod, first based on useful traders, evolved into it's own.<br />Intended for private server, free for everyone to use. On that note, feel free to base mods off of this, strip it down, add to it, reupload it, ect. mention or link this as the original if so.<br /><br /><strong>Updated for 1.22 by AidenS with small additions and changes: </strong><a href="https://mods.vintagestory.at/tradersrevisedrc7">https://mods.vintagestory.at/tradersrevisedrc7</a><br />When I get around to updating this myself, I'll try to resolve log spam issues pointed out by <a class="mention username mceNonEditable" href="https://mods.vintagestory.at/show/user/A6C04AD296954A92574E" data-user-hash="A6C04AD296954A92574E">Protobean</a>, add or remove trades as needed, and possibly add more modded trades.<br />As of right now, here is the description for 1.21:<br /><br /><strong>Primary Features</strong><br />- Adds traders of the same type as an item for relocation in a trader inventory. Cost 200 gears. Once a trader is placed, it cannot be removed and wanders in a 4 block radius. They respawn some time after being killed. This is vanilla behaviour and I have no plans on changing it. Mods that effect trader AI should be compatible (like making them die permanantly.)<br />- adds a variety of modded trades from Expanded Foods, Geology additions, and Fuel Briquettes. If you do not have thesse mods, then the patch is harmlessly ignored and skipped over.<br />- adds a few vanilla trades for marble rocks, aqua vitae, cattail roots and heads, a couple of dyed cloth variations, and olives. (I like olives.)<br />- ups the trader held gear value to about 50 instead of 30.<br />- makes all traders use all 16 trade slots for both buying and selling.<br /><br />If using Geo Additions, this adds trade loops amung 5 trader types for high value gems. The building trader will also sell some select polished Geo Addons stone types.<br />If using EF, finished food products can be sold to 5 different trader types. Some may require being "made to order" due to spoil times. Some can be stored for just about forever. Traders that are implied to go on adventures and expeditions want longer lasting food. (I was going to add food to all traders but it was requested not to for the server I made this for.)<br />If using fuel briquettes, the commodities trader sells 2 of the more expensive variations.<br /><br /><strong>Known Issues</strong><br />- Other mods that effect trades when used in conjunction can cause gaps in the trade list. I do not know what causes this, but if I were to guess it would be innaproprietely added trades from other mods, an overload of trades, or general incompatibility.<br />- Extra info was causing hard crashing with no logs during testing, but turning it on and off again with a world load in between miraculously fixed it. If you are running extra info and crashing, try turning it off, loading your world, closing your world, and turning it back on. It may have something to do with EF texture information being wrongly pulled with extra info, but this is speculation.</p> <p> </p> <p><strong>Probably Compatible</strong></p> <p>- Extra Info (despite the issues it gave me)<br />- Day trader (I don't know how it works, but it does despite being somewhat outdated and occasionally displaying things that don't exist. Mostly functional otherwise.)<br />- Most if not all mods that add a single trade or category of trades.<br />- Any mod that only adds new traders.<br />- Cage mod. (This was made as an alternative to moving traders with cage mod, but temporary installs is the only way I can think to remove an already placed trader.)<br />- Mods that let you kill traders permanently. (I dont think this exists yet. Would be good for single player or small trusted group utility.)</p>
Ratings & reviews
Sign in to leave a rating or comment.

