caravan_traders
Caravan Traders Wandering trader caravans for your server. Each caravan is a camp around an eternal fire barrel: tents, rugs, two traders and a safe zone. Caravans appear at random points and move to new places after every restart (or on a timer). Own trading menu, own network code, own currency (afghani bills). The Trader mod is not required, but both work together: caravans keep away from Trader zones. Features… (more)
Caravan Traders Wandering trader caravans for your server. Each caravan is a camp around an eternal fire barrel: tents, rugs, two traders and a safe zone. Caravans appear at random points and move to new places after every restart (or on a timer). Own trading menu, own network code, own currency (afghani bills). The Trader mod is not required, but both work together: caravans keep away from Trader zones. Features Own trading UI with 3D item preview, categories and live balance. Use the Trade action on a trader. Several caravans at once, each on its own spawn point, never closer than 3000 m to each other. Different points after every restart, optional relocation every N minutes. Smart spawn checks: points near player bases (tents, objects with vanilla or modded code locks), dynamic events or Trader mod zones are skipped. Nothing is hardcoded, data is read from your server files. Safe zone around every caravan: godmode, infected and animals removed, enter/leave messages. Random stock with a rare tier: each category sells a random selection; rare categories appear only with a set chance (e.g. one special weapon in about every seventh caravan). Weapons come assembled: stocks and handguards are attached on purchase (configurable per item). Map markers with custom icon, label and colour (vanilla map, VPP Map, Carim). Any currency: afghani by default, change is given in the biggest bills. Fully configurable via JSON: settings, spawn points, caravan layout, traders, stock, prices. Build a new caravan look in-game with VPP and import it. Prices are tuned against the Trader mod: caravans sell dearer and buy cheaper. Installation Add the mod to -mod= on both client and server. Copy the .bikey from the mod's Keys folder to the server's keys folder. Start the server once: config files are created in profile/caravan/. Edit them and restart (read once at startup). The default currency needs the separate afghani currency mod; set your own bills in Config.json to use another one. First caravans appear 120 s after start so the Central Economy can load bases and events first. Config files (profile/caravan/) Config.json: general settings SpawnPoints.json: where caravans may stand (53 ready-made points for Nasdara included) Layout.json: caravan objects relative to the barrel Traders.json: traders, categories, items, prices LastSpawns.json: written by the mod, can be deleted Main Config.json options CaravanCount: caravans at the same time MinCaravanDistance, MinTraderZoneDistance: default 3000 m, 0 = no limit SpawnCheckRadius: radius checked for bases and events, default 300 m, 0 = off CodeLockClasses: locks that define a base; matches inherited classes and part of the name, so modded locks are caught RelocateMinutes: move caravans every N minutes, 0 = only on restart RestockMinutes: re-roll random stock every N minutes, 0 = never SafeZoneRadius (default 20 m), SafeZoneGodMode, SafeZoneMessages MapMarkers, MapMarkerText, MapMarkerIcon, MapMarkerColor Currency: list of bills (ClassName, Value); keep a bill with Value 1 Booleans are 1 (on) or 0 (off). Example, two caravans that relocate every 3 hours: "CaravanCount": 2, "RelocateMinutes": 180 SpawnPoints.json { "SpawnPoints": [ { "Name": "North", "Position": [8350.0, 0, 11950.0], "Yaw": 90 } ]} Position is the barrel position (Y is ignored, the barrel is placed on the ground), Yaw rotates the whole caravan. Changing the caravan look Build it in VPP (a Land_Misc_FireBarrel in t
Not analyzed yet
modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.
The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.