Veronica Hohenheim Posted October 12, 2025 Report Posted October 12, 2025 I am in my second save.Its been going slow.Not having metal tools since I made surface copper appear very rare.I have been thinking making additional stories to current building with new tiers and make my house (the one in right side of the ss) a common hanging out place for the village,like a reustorant and it has a tiny garden at its other side too.Instead making a castle where I took the ss,and upon the other hill I am facing a huge windmill with forge at one side and the other side is animal pen, quern etc..Problem is the hill I climbed on here has a trader caravan.I am still faraway from building a castle,and havent made a blueprint or anything but I think it will make a problem.At the least it would look off.So is there a way to remove it ? I was planning on moving traders with the cage mod and sort of create a traders alley,so fella is going to be ok.Will me moving him make it auto destroyable or is there a command prompt that removes ownership or something to make it possible ? Or am I doomed and the laws of universe doesnt let me touch the poor traders caravan no matter what ?
Echo Weaver Posted October 12, 2025 Report Posted October 12, 2025 I'm curious about this for different reasons. My long-term game was created in 1.19, and there seems to have been some shuffling of the blocks used in making trader wagons in 1.20. Now there is a selection of ? blocks in all the trader wagons I found before upgrading to 1.20. I can't just destroy and replace those blocks. What can I do to fix it?
LadyWYT Posted October 12, 2025 Report Posted October 12, 2025 To my knowledge, the trader carts operate off the land claim system, so just moving them won't be enough. You can, however, bypass the claim restrictions in creative mode and build/destroy in the area as you see fit. 1 1
ifoz Posted October 12, 2025 Report Posted October 12, 2025 Traders teleport back to their 'home' point if they get far away for long enough, so making a trader area wouldn't be possible without another mod that disables this behaviour. I think you can unclaim the land with commands, or just use creative. 2
Veronica Hohenheim Posted October 13, 2025 Author Report Posted October 13, 2025 8 hours ago, LadyWYT said: To my knowledge, the trader carts operate off the land claim system, so just moving them won't be enough. You can, however, bypass the claim restrictions in creative mode and build/destroy in the area as you see fit. thanks! 7 hours ago, ifoz said: Traders teleport back to their 'home' point if they get far away for long enough, so making a trader area wouldn't be possible without another mod that disables this behaviour. I think you can unclaim the land with commands, or just use creative. is there a known mod for this ?Â
Michaloid Posted October 16, 2025 Report Posted October 16, 2025 (edited) They operate through the land claim system. So typing /land adminfreehere while standing in the cart, the claim will be unclaimed and you can do what you want then. Edited October 16, 2025 by Michaloid 1
Michaloid Posted October 16, 2025 Report Posted October 16, 2025 (edited) But the trader will still be in their designed "spot" regardless. Edited October 16, 2025 by Michaloid
ifoz Posted October 17, 2025 Report Posted October 17, 2025 On 10/13/2025 at 4:07 PM, Veronica Hohenheim said: is there a known mod for this ? Not that I know of sorry, you'd have to search around.
zand Posted October 17, 2025 Report Posted October 17, 2025 I do know that I have burned down traders caravans in the past. For some reason they where not protected against fire spread.
Echo Weaver Posted October 17, 2025 Report Posted October 17, 2025 (edited) 7 hours ago, zand said: I do know that I have burned down traders caravans in the past. For some reason they where not protected against fire spread. Dang it. I know I like to react to things a lot, but the reaction limit is really bugging me. Edited October 17, 2025 by Echo Weaver
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