Description
This mod includes 4 custom prefabs designed in
7 Days to Die v1.1:
Downtown Trader Jen (diegar_downtown_traderJen)
Downtown Trader Joel (diegar_downtown_traderJoel)
Downtown Trader Hugh (diegar_downtown_traderHugh)
Downtown Trader Bob (diegar_downtown_traderBob)
Toss my server a vote, or come check it out here: https://7daystodie-servers.com/server/146008/
Will only generate in cities with downtown zones.
Unzip DiegarCityTraderPrefabs folder to your 7dtd /Mods
folder prior to generating a new map.
Images
Changelogs
- Updated for 7dtd 2.1
Download
DOWNLOAD (165 KB)
If you like my work and want to toss me a couple bucks
Credits: Jay ‘Diegar’ Kniffen
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
I loaded the mod on the server with the map i generated with the mod. I have tested the biome progression, I did 10 quick quests and got to find the next trader. But instead of being sent to burnt biome, which is the next biome to progress to, I was sent to Jen in the wasteland. The biome progression is not working. The mod removed natural biome progression. Can this be fixed please? Or make a separate mod that follows biome progression as intended in vanilla? You have to get the burnt forest badge first before it allows you to get the desert one, then you need the desert one to get the snow one etc. etc. So in its current state its not working unless you switch of biome progression in settings, but to go from pine forest directly to wasteland don’t seem right either.
To be honest, i never considered biome progression. This mod will put them randomly in the downtown areas of cities regardless of biome. I load this mod along with Diegar’s Bigger Cities v1.2.1 which gives me much larger cities and cities in all biomes, so there’s typically one of each trader in the forest biome alone. Hope this helps.
hi, is this server side? I loaded it in my mods folder, generated the map, then moved the map and mod onto my dedicated server. but when i look for the poi, cant find it. Can this work on a dedicated server or just in single player?
Ok, found the first poi, trader joel, but cant find him or others in the poi search window like i can in single player
I’ve only ever loaded it into a dedicated server. Never had any issues with them loading, but I also generate large maps (10240), and use my Diegar’s Bigger Cities v1.2.1 mod to make my cities much bigger. Not sure how abundant they will be in smaller maps, or smaller cities. If your downtown area isn’t very big, the chances of definitely getting them all might be less.
I’m in the same situation. I generated a world on the client and confirmed the existence of the trader. I moved the world to the server and checked the trader again, but it was not found.
Sorry if this is difficult to read because it is machine translated.
Want to see Rekt, despite he is rude, is one of “our” traders!!
I will have to change RWG xml to put only one trader of each but this mod is a new fresh air to the map, good job.
Thanks! I’ve been thinking about doing it. Might soon! I’m coming around about him
Does it works fine for 1.4?? I mean, no errors or textures missing or not updated blocks since 1.1?
Currently, it seems to work well for 2.1
This mod is absolutely amazing in its concept. The devs should incorporate this or there should be a way to completely replace wilderness traders.
Your mod seems way more organic, incorporating existing buildings into the trader outposts (as a takeover lore) as opposed to fully concreted trader putposts in the wild.
Refreshing, and so cool
That’s very cool feedback. Thank you!
its normal ta spaw like the 4 trader next to each other or i just got luck?
Learned way later this has to do with plot size. All of the buildings in a row along a street are of a specific size, like 25×25. If you aren’t the same size, you won’t generate on that block. Jen always generates away from the others, because her prefab size is different. Need to go back and make them all slightly different, but within range for them to appear in the downtown, and not always near each other. Would be nice to have one appear on blocks where the bridges occur, etc
downtown joel appears as diegar_downtown_traderJoel in the POI name.
Found the problem. You defined it as diegar_downtown_TraderJoel so it won’t read the localization for diegar_downtown_traderJoel
I see this too. Need to go back and fix it. Thank you!
For some reason when I generate the cities, it only generates trader jen downtown prefabs for every biome, and when I tried to edit the XML files to section the traders into their own biomes, Bob, Hugh and Joel’s downtown prefabs wouldn’t show up, only Jen.
What do I need to do to fix it?
Sounds like you might have another mod competing with the rwgmixer.xml.. Best i can think of. I’ve generated the map over 10 times from small to large and it works fine with all traders
Seems like Hugh needs to hire a contractor, the door to his downtown store keeps falling off.
I fixed this in a later version.
I love this idea, but they all these POIs spawned within about a block of each other within a city, is there a way to make these traders be spread across various biomes and/or cities? Or even just to replace the current traders located outside cities with these in city traders?
The prefab is dedicated for downtown, but you can add other tags to it’s properties in the prefab editor. Also, i make giant cities on 10k maps, and they spread out pretty well.
Thanks, I’ll try a larger map
Would really like Trader Rekt also
As much as I hate trader Rekt as well i believe he would be beneficial to add because of the items traders now specialize in.
Rekt is the best one of them all! Can you please include him too?
Soon!