- Campfires and Food Attraction:
- Campfires and outdoor food (e.g., mature crops, player added ripe bushes, rot) attract bears(~50chunks) at night. This is not true during anything higher than "High temporal stability"
- Random Trader Visits:
- Monthly visits to rooms with empty/unclaimed wooden beds.
- Normal stock items.
- Stay for 24 hours. Can be told to stay if bed is available in "room" and meals or gears are provided into designated chest in allocated room per day.
- Easier gear acquisition.
- Trader Tasks and Abilities:
- Traders can be hired for gear costs or meals. These can be left in abundance inside of the "room" where trader resides. If left unfed/paid for 2 days, trader will leave.
- Agricultural traders can water/pick crops.
- Clothing traders can make leather from nearby materials and barrels. Must provide base materials and a watersource. Lime, Oak, hides, etc.
- Builder traders can chop trees and store wood.
- Commodities traders can mine and leave ore nuggets in chests. Works with Treasure hunter trader shafts.
- Furniture traders can collect finished items like beehives or full machines/inventories. Can also distribute meals from Artisan to other traders rooms.
- Survival traders will fight or guard you or other traders at night with a friendly neutral wolf. Trader only uses recurve bow.
- Treasure hunters provide minimap with special "green" prospector ore nodes marking unknown HIGH ore nodes around a 10 chunk area. These will be different than the default green dots. Traders will travel to these locations during the day to dig vertical shafts with ladders for commodity traders/you to use for mining. The vertical shaft layout will be optimal for prospecting in cardinal directions
- Artisan trader can make meals and store them in crocks.
- Roaming Wolf Packs:
- Large packs of 5-10 wolves patrol (~20chunks) of the base once per month.
- Wolves will patrol random areas day and night.
- They won't attack other entities besides the player and tamed animals, including livestock or mounts.