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RWG - large map and traders/quests

EverLee66

Refugee
Large RWG map (10k) - typically 4 traders per biome - we want 1 trader per biome.
Rumor: trader quests are by proximity (1km) - disproved as I have gotten quests up to 4km away.
Would like experienced (have done a large RWG with 1 trader per biome) or knowledgeable (TFP) answer please:
Will having 1 trader per biome on a 10k RWG map affect/limit trader quests?
Thank you :)
 
I just happen to have the config for that as in V1.0 I tried playing it that way. These are adjustments to rwgmixer.xml.

Code:
    <!-- **************************************************************
        Limit traders to just one of each per map.
    ****************************************************************-->

    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_rekt']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_jen']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_bob']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_hugh']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_joel']" />

    <append xpath="/rwgmixer">
        <prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="1" max_count="1"/>
    </append>

Or basically, edit rwgmixer.xml and change max_count to 1 for each of the traders.
 
I just happen to have the config for that as in V1.0 I tried playing it that way. These are adjustments to rwgmixer.xml.

Code:
    <!-- **************************************************************
        Limit traders to just one of each per map.
    ****************************************************************-->

    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_rekt']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_jen']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_bob']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_hugh']" />
    <remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_joel']" />

    <append xpath="/rwgmixer">
        <prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="1" max_count="1"/>
        <prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="1" max_count="1"/>
    </append>

Or basically, edit rwgmixer.xml and change max_count to 1 for each of the traders.
Thank you - have you noticed if having only 1 trader in each biome in a large RWG map affected the quests? I am concerned it will limit the quests and we won't get all of them.
 
Thank you - have you noticed if having only 1 trader in each biome in a large RWG map affected the quests? I am concerned it will limit the quests and we won't get all of them.

I don't know or remember. I eventually walked away from that configuration because it was a lot of travel time to get to a trader when they ended up in isolated corners of the map.
Post automatically merged:

Actually, I can post an alternative method and maybe you'd like it more. My modlet has "fallen trader" POIs for each of the traders. To use them you only have to edit the "prefabs.xml" file for the world and change each occurance that you don't want from "trader_hugh" to "trader_hughx" and it will replace the working trader with the same POI without a trader and full of zombies. That renaming pattern holds for all 5 of the traders.

So, you generate a world, scout out the trader locations, pick the 1 you want to keep, rename the others, and maybe that's better than letting RWG pick the final, lone location?
 
I don't know or remember. I eventually walked away from that configuration because it was a lot of travel time to get to a trader when they ended up in isolated corners of the map.
Post automatically merged:

Actually, I can post an alternative method and maybe you'd like it more. My modlet has "fallen trader" POIs for each of the traders. To use them you only have to edit the "prefabs.xml" file for the world and change each occurance that you don't want from "trader_hugh" to "trader_hughx" and it will replace the working trader with the same POI without a trader and full of zombies. That renaming pattern holds for all 5 of the traders.

So, you generate a world, scout out the trader locations, pick the 1 you want to keep, rename the others, and maybe that's better than letting RWG pick the final, lone location?
Yes please! That would be perfect! So I could name them trader_CousinHughie, or anything I wanted for the fallen ones?
 
Yes please! That would be perfect! So I could name them trader_CousinHughie, or anything I wanted for the fallen ones?

No, the name has to match the POI's filename in my modlet. Those filenames just add an "x" to the end of the TFP filename.

1. Make a world.

2. Scout out the world somehow, perhaps using the online map renderer...


3. Decide which traders to change, based on location or whatever.

4. Edit the world's prefab.xml file so that each trader you don't want has a different name.

trader_bob becomes trader_bobx
trader_hugh becomes trader_hughx
trader_jen becomes trader_jenx
trader_joel becomes trader_joelx
trader_rekt becomes trader_rektx

You'll know which is which as the map coordinates are with each POI listed in that file. Leave one trader of each type with its original name.

5. Then you can start a new game with the revised map.
 
Thank you - have you noticed if having only 1 trader in each biome in a large RWG map affected the quests? I am concerned it will limit the quests and we won't get all of them.
It will not cause problems questing. You just might not have to do quests that are very far away, depending on the size of the town. Or you may start seeing duplicate quests.

The game attempts to keep you close to the trader (within about 800m) for tier 1-3 quests from my experience. If none are available within that range, it will look further. You can see that easily if you get quests from a trader that is on a single wilderness tile. For tier 4 and 5 quests, they can be pretty much anywhere on the map. Maybe they limit them to within 5km if possible, but I know it is common to get them over 4km away unless you have a lot of tier 5 POI nearby.
 
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