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As for bigger inventory I assume it's the min/max inventory lines before that.
Does that work with Navezgane (default map)? I thought that was for RWG?
@Spootyshiznit
I used vanilla plus mod for daily restock already but thanks for the tip. I am not too sure about editing the min/max inventory lines so I'll pass for now.
I'm not sure but, yeah I would assume it wouldn't work for Nave since it's a pre-determined map. Sorry, I don't play Nave yet... waiting for final release before I play that one.
Another method is to spawn more traders (via spawning menu) inside the current trader location on the map, just as long as you play solo or have admin rights.
Vedui's Guide "for fixing missing trader" (just spawn another static trader)
--> Quick Tips N Tricks - FIX the Closed Trader Bug! <--
Would that be fine? That won't cause any problem in the long run right? As in, more than the usual traders with static spawning.
Also since my other topic didn't get much answer, I am trying to ask it here as well. Is it normal for my inventory to get messed up when I Transfer character between world? It worked fine in the vanilla but after adding a few modlets, it seems I can't do it without the items being changed (item id?) to a newly created world/save. Any way to get around that?
https://steamcommunity.com/app/251570/discussions/5/1780514838717555136/
Restock time I can direct you to. :)
https://7daystodie.com/forums/showthread.php?109994-Royals-Deluxe-Prefabs
That looks interesting, but I didn't play navezgane enough yet to branch out in prefabs mod. I mean, it will be quite a while until I get bored of it and I heard RWG is missing a lot of POI (is it true?)
Plus, I don't think prefab is useable/spawnable in default map (navezgane) or do they? (I honestly don't know since I never tried to check prefab mod, but I assume it's RWG thing)
Sorry to respond so late ... I haven't had any problems adding an extra trader. Most of the time I place them in my base or build a simple trading post and spawn them in across the street (for example). No worries about zombie attacks as long as the trader is hidden from view (wandering zombies are harmless as long as they don't get hurt, which makes them select a spot that isn't in their LOS (doors seem to block their LOS, so they won't go inside).
Generally, I declare at some point in my progression to "take on survivors", so in the past I create a new trader entity using default archetype (like the ones in our profile) and declare one trader "survivor" a cook, another an arms dealer, and a third being a junk dealer.
The idea isn't new (more traders) but it's best to get a proper mod. Adding default traders "on the fly" can be helpful when you don't want to restart your game ... :/