


If your version of 7 Days to Die is different in any way, then the map won't be the same. If you are talking about seeds someone posted here, first and foremost check the version the map was produced in. When you say "the same", the same as what? As a seed someone posted here? As another map you generated with the same seed? Which is disappointing considering there are several I would love to use. The seeds with random used is for terrain only maps, not city position maps. I've tried this several times with the same frustrating results. And I know this is true because I have created maps using the RGW and then edited them to make only snow, waste, and desert biomes, and to stop the "no trader" from popping up I have to edit the quest.xml and replace "OnlyBiome" with "ExcludeBiome" while leaving "pine_forest" intact.Īny Map I generate using the exact inputs shown in the map that has "random" used will only produce the same terrain, not the same city layout. And if there is no forest biome then the game is left confused and doesn't know where to send you which is why it says "NO TRADER". The reason I say this is because the quests.xml clearly tells the game to direct the player to the closest trader located in the FORESTbiome and ONLY the forest biome (see below). EDIT Or D) The map edited after the map creation.

7 DAYS TO DIE SEEDS FAIL MODS
I'm not a dev or anything and I would be the last person on earth to defer too on this subject, but it seems to me that if your not getting a trader in the forest biome then you have either A) altered the quests.xml, or B) installed mods that did it for you, or C) you still have remnants left from either A or B. For some people that would be a night mare, for others no issue at all, and for others, the existing "No trader" just means "ok, interesting, I need to explore to find stuff, lets go"īottom line, select your seed or have fun exploring, you have the choice. It would be exceedingly easy to check "if from list of traders, find closest where biome = forest, else return closest"( and you just be kind of screwed if it['s in the wasteland AND you have to travel a long way to get to it. Now, could one consider it a bug that no traders show up on the list if one is not in the forest at all? Perhaps. Otherwise you truly are getting random and you get what you get. Or at the VERY least generate the world FIRST and then verify it looks good to you before starting the game in said world. If you want a good seed, use one that has been preselected based on some type of objective criteria such as the ones Dan and I post. will check shortlyĭon't know, but I would certainly THINK it would be a feature given the "RANDOM" world gen nature. I ALSO seem to think I have a highly rated seed in my current list of A20.2 generations that from a quick review of the map preview did not have any forest cities/towns(and thus no traders) but I did not pay much attention to it. I am trying an 8k world with no settings now and I have heard of a few people with this no trader issue in the past(including one I know personally and play with) but no one has been able to show me an example until now. I don't think there are no traders, just none in the forest which IIRC is what it's looking for when you spawn. If its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in. Half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug? Tried various deletes re-aquires but always get the no trader

Can some peeps try a RWG/advanced (use any parameters)įor me after the build a fire quest I get No Traders
