Traders IN cities

Yeah i do, kinda, but i think i saw a mod for downtown traders.

But what i really want back are that the traders are only somewhere in the wilderness. No hand holding and spawning you near a trader, no quest to go there, no living next to the trader in a POI. That would add back a lot of sandbox feeling and slow down progression a bit.
 
Yeah i do, kinda, but i think i saw a mod for downtown traders.

But what i really want back are that the traders are only somewhere in the wilderness. No hand holding and spawning you near a trader, no quest to go there, no living next to the trader in a POI. That would add back a lot of sandbox feeling and slow down progression a bit.

I've tried cancelling my locate trader quest before in 1.0/2.0, but it hardly matters when you're often within visual range of your trader when spawning in.

An option to disable wilderness traders / allow wilderness traders only would be nice, though.
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In a future run, I'm considering removing traders from the spawn.xml or wherever it is located (help?).
 
@Dark Sun It´s not a XML edit. Your installation directory/Programs (x86)/Steam/steamapps/common/7 days to Die/Data/Prefabs/POIs there you find all the POIs you don´t want and can simply delete them, would recommend to copy the folder as a backup before deleting. Don´t delete the old west POI´s though, they are somehow needed for RWG,
 
In a future run, I'm considering removing traders from the spawn.xml or wherever it is located (help?).
This may not be 100% what you desire but. It should point you to it.

go to
nav_objects.xml

Search for trader just comment out all of the "settings" but not
the opening and closing of the class. or you will get red object errors
, it's
been available since A19, when nav objects were added. I use to use it to track
enemies when sound was not as accurate. especially in the black nights, it worked
like splinter cell radar. The mini map was removed so i used it on the major map.
There are other adjustments that can be made for making it less accurate but each
person has their own preferences. There are some variables that you can adjust.😉

search for quest: block comment out all of the settings, to your preference.

Choices are
<inactive_map_settings>
<map_settings>
<inactive_compass_settings>
<compass_settings>
<onscreen_settings>


Result on screen you will have a distance to target in the upper right, but no direction,
no map icon, and no compass icon. But you will still get the marker on the ground. If running
it can throw you off because I think it is straight line acquisition.

Have Fun
 
Anyone else miss this? I kinda do. I forget, why was it changed? Was it just to try and make them easier to find?
Honestly think the RWG in A21 was better than anything that came after. I was getting some great and sensible maps nearly every time, reasonably laid out with logical districts, some with traders just on the perimeter of downtown. Now, I'm getting a single farm next to never-ending residential and tiny downtowns with a few commercial district POIs set at odds with the natural travel routes of the streets. They've been just weird looking all around since 1.0 for the most part.
 
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I don't know what version the legacy on console was, but that RWG was perfect. It gave the true meaning of random world generation.
 
I wondering if because the trader compounds are pretty big maybe putting them downtown was problematic.

Downtown typically uses smaller plots for the POIs, but there can be a few spots of the right size. That said, Downtown has classically had performance issues related to the number, size, and complexity of the POIs, which is why I suspect we're seeing more remnant POIs. The Commercial district can also have "density" issues.
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@Dark Sun It´s not a XML edit. Your installation directory/Programs (x86)/Steam/steamapps/common/7 days to Die/Data/Prefabs/POIs there you find all the POIs you don´t want and can simply delete them, would recommend to copy the folder as a backup before deleting. Don´t delete the old west POI´s though, they are somehow needed for RWG,

If you starve the Western Town of POIs, you might as well just remove the Western Town from rwgmixer.xml so that RWG doesn't try to include it in the world.

If you're going to hack on the game's files, you could just edit the XML for the POIs you don't like and remove all of the tags as they control where the POI wants to be placed.
 
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