Aerial
New member
Hi everyone,
I've been trying to update my existing, worked-on-earlier-versions-of-A20 modlet that removes traders from the game. (I want it to work with Magoli's compopack.) All the modlet does is change any "spawn_trader" tags in rwgmixer.xml to "false" and adds "spawn_trader" tags to any township type that doesn't have them.
Now, though, it doesn't seem to work. Does anyone know if the "spawn_trader" tag no longer has any impact?
Or maybe there has to be at least one trader that spawns? One of the consequences previously of not spawning any traders in the world was that you always started at (0,0), which could be challenging, depending on the biome.
The weird thing is that I can use a world previewer and it claims there are no traders, but there most definitely is at least one. I'm at my wit's end trying to figure out why this modlet no longer works. I don't get any errors on mod load.
Alternately, does anyone know how to disable the trader functionality without removing them?
Thanks,
Aerial
I've been trying to update my existing, worked-on-earlier-versions-of-A20 modlet that removes traders from the game. (I want it to work with Magoli's compopack.) All the modlet does is change any "spawn_trader" tags in rwgmixer.xml to "false" and adds "spawn_trader" tags to any township type that doesn't have them.
Now, though, it doesn't seem to work. Does anyone know if the "spawn_trader" tag no longer has any impact?
Or maybe there has to be at least one trader that spawns? One of the consequences previously of not spawning any traders in the world was that you always started at (0,0), which could be challenging, depending on the biome.
The weird thing is that I can use a world previewer and it claims there are no traders, but there most definitely is at least one. I'm at my wit's end trying to figure out why this modlet no longer works. I don't get any errors on mod load.
Alternately, does anyone know how to disable the trader functionality without removing them?
Thanks,
Aerial
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