Shroom_Snail Posted December 10, 2025 Report Posted December 10, 2025 (edited) Hey, I need help with trader spawns. Is there a way to decrease the rate of trader spawns or increase the distance between them to be more accurate? Everywhere I go that isn't mountains there is a trader and it is kind of annoying. I like having traders but they seem way way too common its like every 500 blocks theres a trader and its ridiculous. Edited December 10, 2025 by Shroom_Snail
Broccoli Clock Posted December 10, 2025 Report Posted December 10, 2025 1 hour ago, Shroom_Snail said: Hey, I need help with trader spawns. Is there a way to decrease the rate of trader spawns or increase the distance between them to be more accurate? Everywhere I go that isn't mountains there is a trader and it is kind of annoying. I like having traders but they seem way way too common its like every 500 blocks theres a trader and its ridiculous. Welcome to the forum. In terms of world gen, where we are at just now is that there is always a trader nearish to your spawn, I think this is purely for onboarding as the traders are the key to introducing the lore/meta to the game. As for the rest of them, I don't think there is either a specific option to turn them off (or reduce their numbers) during world creation, the wiki lists a lot of commands that are possible, https://wiki.vintagestory.at/World_Configuration. You could play in "Homo Sapien" settings, as opposed to the classic Survival - you make this selection before spawning a world, and while that would remove the traders it would do so completely. It would also remove the lore and ruins. Which may not be what you want. There is a World Edit option, but you need to be in creative and as I've never used it before I am unsure if you can load already generated worlds in and then delete whatever traders you feel are too close. https://wiki.vintagestory.at/How_to_use_WorldEdit Ultimately, the traders are both essential for the lore, and useful for players (altho I'd say more important in early game for essentials and late game for fancy decor/clothes, less so in the mid game), but I can see how they may seem OP (after all they have a bed and a door, and unlike something like 7 Days to Die the traders don't chuck you into the night after a certain time) and can be easily "abused". Hope that helps, although I apologise for not giving you the exact answer you wanted. 1
LadyWYT Posted December 10, 2025 Report Posted December 10, 2025 Welcome to the forums! The short answer is "no", not unless there is a mod for it somewhere that I have missed. 4 hours ago, Broccoli Clock said: You could play in "Homo Sapien" settings, as opposed to the classic Survival - you make this selection before spawning a world, and while that would remove the traders it would do so completely. It would also remove the lore and ruins. Which may not be what you want. Sort of--lore content can be re-enabled via console command, and will spawn in new chunks. However, this isn't really a desirable solution since that means there will be no lore content at all in whatever chunks are explored prior to running the command; no cracked vessels, ruins, translocators, etc. Also worth noting that Homo Sapiens is one of the toughest preset difficulties available--basically Wilderness Survival without any of the lore. 5 hours ago, Shroom_Snail said: I like having traders but they seem way way too common its like every 500 blocks theres a trader and its ridiculous. I do agree that traders are perhaps a bit too common right now compared to what the lore indicates, however, it's worth noting that traders are slated for a rework next update. They may or may not become harder to find as a result of that rework--we'll see. Until then, the best solution is to either just ignore them, or do as Broccoli said and use creative/world edit features to delete the traders you don't want to have around.
TJ Pepler Posted December 10, 2025 Report Posted December 10, 2025 I peeked around and I bet it wouldn't be too hard to modify ShouldReceiveDamage() on traders and it's simple to disable trader protection... there 'could' be a horde of drifters that spawns at all the now vulnerable trader locations, and then you just have to visit later and pick through wreckage LMAO! Or a terrible fire could happen and there's nothing left to find! Come on folks, if we really want to get rid of excess traders lets think outside the box!!! (soil stability and sinkholes???)
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