Mods / BetterTraders
Author: NiclAss
Side: Server
Created: Apr 28th 2023 at 6:30 PM
Last modified: Oct 14th at 9:05 PM
Downloads: 141206
Follow Unfollow 2745
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
BetterTradersv0.1.0.zip
1-click install
BetterTraders Team

Description
Structures
BetterTraders add over 50 new trader structures to your survival world. They replace the vanilla traders structures but can still contain all the vanilla trader entites. So this mod only touches the structures and not the entities.
There are also cold climate specific trader structures that will generate in very cold climate.
This mod is also completely serverside and doesn't require the client to download it.
Supports other mods that add new trader structures like:
Notes
- Installing this mod on an existing save will only generate the structures in chunks that are being generated with this mod active.
- You can easily remove this mod again it doesnt contain any modded blocks and is all vanilla. Generated structure from this mod will remain as is in your world.
Optional Mods (if you want to config this mod you need these)

Recommended mods
Contributors
Everyone that contributed to this mod is listed on the top of this page! Without this awesome team this mod wouldn't exist like it does atm. Huge thanks to everyone helping and investing time in this project!
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.1.0 | 37986 | Aug 28th at 6:32 PM | BetterTradersv0.1.0.zip | 1-click install | ||
|
Content: Complete rewrite of the mod to allow for other mods to mod bettertraders itself. This is now possible due to changes of vanilla in 1.21. Content: New statues for villages of traders by Stadrian | ||||||
| 0.0.10 | 37467 | Apr 17th at 8:35 PM | BetterTradersv0.0.10.zip | 1-click install | ||
|
Compatibility: With Bricklayers update | ||||||
| 0.0.9 | 27357 | Dec 27th 2024 at 10:45 PM | BetterTradersv0.0.9.zip | 1-click install | ||
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Content: Added a mindistance to the village formation aswell. Also mindistance from 700 to 600 | ||||||
| 0.0.8 | 429 | Dec 27th 2024 at 4:09 PM | BetterTradersv0.0.8.zip | 1-click install | ||
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Content: Added new Tradercart by Bellcross | ||||||
| 0.0.7 | 17191 | Apr 26th 2024 at 4:37 PM | BetterTradersv0.0.7.zip | 1-click install | ||
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- Content: Villages can appear with more traders close to each other (increased from 2 to 3-5 traders per village) | ||||||
| 0.0.6 | 1394 | Apr 21st 2024 at 12:23 PM | BetterTradersv0.0.6.zip | 1-click install | ||
|
- Content: Coldclimate specific trader housings (by StAdrian) | ||||||
| 0.0.5 | 4888 | Feb 8th 2024 at 7:51 PM | BetterTradersv0.0.5.zip | 1-click install | ||
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- Tweak: Changed spawn chances around. | ||||||
| 0.0.4 | 2565 | Jan 19th 2024 at 5:48 PM | BetterTradersv0.0.4.zip | 1-click install | ||
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Fixed for 1.19 | ||||||
| 0.0.3 | 3094 | Nov 18th 2023 at 10:49 AM | BetterTradersv0.0.3.zip | 1-click install | ||
|
Only work for 1.19 or above | ||||||
| 0.0.2 | 7101 | May 21st 2023 at 6:09 PM | BetterTradersv0.0.2.zip | 1-click install | ||
|
Adds plenty of new builds by StAdrian (like 16) huge thanks for his awesome work! Adds village generation (that means multiple traders can spawn close to each other 2-3) Changed mindistance for normal traders from 600 to 700 blocks bcs of the new village generation | ||||||
| 0.0.1 | 1734 | Apr 28th 2023 at 6:31 PM | Empty | BetterTradersv0.0.1.zip | 1-click install | |
NiclAss yes, I just checked. It is the expanded foods trader.
Raelin
This sounds like the expanded foods trader? need to look into it.
It sounds like that trader is not configurable with bettertrader so thats why it takes the old mindistnace and thus always spawns.
Let me know if its the expanded foods trader so I know if Thats the thing I need to check
Nyxara
Maybe not I can take a look at it ty.
Hi! I'm having an issue where the only trader I seem to be getting is the pyramid with the farm on top? I used to have one total in my whole game, now it's a miracle to get the standard trader at all. This happened both this mod only for traders and this+trader camps, although with trader camps added I also had a lot of both. It also seems to not matter how far apart I set the traders to be, they're all within 1200 blocks even though I have it set to 21000 blocks between traders.
Is this mod compatible with the gardening trader from wildcraft:fruit and nuts mod? Because I never found one.
can you add more multi trader structures?
VibeCenter
No way this mod is doing that it has nothing todo with textures at all it doesnt even contain any and also no code.
I still tested this just now and it works for me.
close game
change settings in clientsettings.json
save file
start game
works
I believe BetterTraders is resetting my 'Maxtextureatlaswidth" and "maxtextureatlasheight" to its normal status of 4096, even when i go in and replace it with 8196 - it keeps resetting every time I open the game.
Unsure of where else to bug report, so sorry if this isn't the right place! Thank you :]
Voodooozo37
No special locations but vanilla always spawns a treasure hunter hut close to spawn so you should easily find that in 1.21+
You can also buy a map from other traders to point you there iirc.
Does this mod include some special trading outpost or variation for Treasure hunter trader? Since I added this mod to my world I have seen no more treasure hunter traders than a vanilla one which was spawned before this mod was included.
Shannymara
Yes this is a common issue for heavy modded saves. It should adjust automatically from vanilla but for some it doesnt and need manual editing.
I was having the "missing textures" issue with some structures. I would encounter them normally the first time but on return have lots of missing texture blocks, with both this mod and Better Ruins.
Increasing the texture atlas size did seem to fix it for me. This is what I did:
Edit ...AppData\Roaming\VintagestoryData\clientsettings.json
Change maxTextureAtlasWidth and maxTextureAtlasHeight both to 8196.
Save the file, restart client.
Have not played enough yet to see if this might cause other problems with performance but it seems fine so far. My game is heavily modded so it makes sense it was the texture atlas issue now that I know about it. Hope this helps someone.
For some reason, on 1.21.1, the traders are all spawning within 700 blocks of each other despite being set at like 14000.
I reverted the game and all my mods to 1.21.0 and everything works fine, while 1.21.1 was bugged to hell and back. I have no idea what caused the problems tho.
I have not ran into these question mark blocks but I am in the issue of some traders are not respawning but I don't know if thats the mod or I have to leave a zone for them to respawn we had to do an entity wipe because spawn rates were through the roof and killing fps on lan but one trader outside our base has not respawned do we have to completely leave the chunk for him to respawn after three in game days because that merchant had the blackguard chestpiece and I was saving rusty gears to buy it.
Is the carts thing just a vanilla thing or is there some kind of story behind why the traders are just in carts without a pack animal near it to pull? Always wondered why it wasn't like cabins or just houses they lived in.
I updated the game from 1.21.0 to 1.21.1 yesterday and this mod along with it. Now all trader blocks are white with question makrs as if they were missing and the game couldn't detect them. I even double checked if I didn't delete the mod or got the wrong version but no, everything it all right yet the bug remains.
I keep running into question mark blocks around traders, is this a bug with this mod or the base game?
One block spawned right in front of a traders shack door so i literally cant get into the building to talk to the trader.
I found a structure that seems like it would/should belong in BetterRuins (I don't have it installed), not this mod. It didn't have any traders near it, just this structure with some special loot (some kind of amulet and other misc. items) in a fancy storage vessel. One of the blocks had "StAdrian" on it, so I'm pretty sure it's from this mod. The structure wasn't protected either.
Here's a screenshot: https://imgur.com/a/S20JsLP
Is this a feature? I would expect this mod to only affect traders.
I also couldn't find any reference to non-trader structures in the mod config (I'd like to turn it off).
Capibara_Gaming Generally I found for mods, you want to go to the files tab and select the Mod Version for the current version you have. In your case, you will want this Mod's Version 0.0.10.
I have a question, which one should I download for version 1.20.12 (stable)?😅
PD: I'm new.
This mod should be part of the game rather than just a mod. I hope the developers use it in a future game update 10/10
Objectively, one of the best mods for VS, adding a perfectly fitting atmosphere to the game
Yeah that would be cool if it eventually happens. Anyways, im enjoying the mod. Variety is nice although there does seem to be an abundance of hot rod traders lol. keep up the good work.
Wulff
Currently no this is not possible with the game rn.
Since vanilla is currently adding a bunch of ocean content I think they might add that in the near future.
Since boats became a thing i have wished for some kind of boat based trader or maybe one with a dock near water. i know the game prevents normal traders from spawning when they would be in water or certain terrain situations but would it be possible to have something like that where only a boat or floating platform type trader could only spawn in that situation?
FatherSarge AH Thank you! I can see why I was misinformed or perhaps misunderstood. Thank you again!
NinjaKid225
This is the mod you want: https://news.kalataka.ru/show/mod/19225
NiclAss Thank you! A long shot, but by chance do you know what mod does change the tradelist? Someone on YT is misinformed.
NinjaKid225
This mod only changes the structures of the traders not their tradelist. Hope this answers your question.
This mod has popped up on YT a few separate times and I wanna make sure this one information is correct. The trades you can sell the traders are specific to what you can craft or obtain easily in the game world I.E. Dirt, Pickaxes, Turnips, etc. and not obnoxious "goods" like specific vases, clothing, other useless junk are apart of this mod correct? or is that a different mod?
B0bb0
Thats actually intentional but could be improved on yes.
Hi, I am running rc1. Perhaps this is due to the RC release. The traders campsites do not match up with their profession. For instance, a clothing trader is beside a wagon full of flowers. An Agriculture trader has a mannequin with improvised armor.
ah. ok thanks a lot.
AgentOfChaos
If so thats a vanilla issue which is prob a rare bug. This mod just adds new structures for the traders and doesnt mess with the dialogue or entity at all. So they are the same thing.
on 1.20.12 the treasure trader is not offering the location when i give the pick to him
NiclAss What's youur discord name? I can send log to you there.
Dolador
There is no reason that those mods wouldnt work together.
Can you send your logs and maybe make a bugreport on our github or on discord.
server-main.log shoudl be most useful
i, this mod along with better ruins and ancient dungeons are not working. I created a new world, and even though the mods are insttalled and showing up in my mod manager, its not working in game like it should. All 3. Is there anything I need to enable or turn on to get these mods to work?
hi, im experiencing a bug that for some reason causes traders to not remember me. they always start a dialog as if i just met with them. i thought that the deal was with the vs villages or questmod, but after turning them off this mod is the only one left that is related to traders.
Unfortunately, the traders added by this mod do not get recognised by Auto Map Markers. Also, the culinary trader throws an error of "unrecognised text string" whenver asking them for tips about different food types (like meat, grain, vegetables, etc)
DracoZaroff
No
They are compatible
Does this mod affect the trader entities themselves? I'm asking because I want to know if it will conflict at all with the useful traders mod.
https://news.kalataka.ru/show/mod/19225
VERY cool but just.... it dont... feel good...
how do these traders survive with a tent and a cart? makes no sense with lore... :P
either way its really cool tho.
MrFLUFFYkins95
Every traderstructure in this mod can spawn any vanilla trader so you just got unlucky.
love ur mod, but ive explored like 10000 blocks in every direction and have never found a treasure hunter trader, do u happen to know why that may be?
that seems like the bug I saw. sorry to send it your way! and the chiseling animation is vanilla also, I reproduced it with the chisel I just made.
MrFLUFFYkins95
Its prob this vanilla bug
https://github.com/anegostudios/VintageStory-Issues/issues/5241
Found a game crashing bug and an animation bug. at a trader with a wagon, a leather tent with crates inside and an armor stand on the outside. I right clicked on the armor stand and got a meteorite iron chisel. then with holding the chisel, right clicked the armor stand and the game instantly crashes. then i spawned in a copper hammer and found some cobblestone and used the chisel to edit the block. and it worked normally, but now my character is constantly playing the chisel animation in the right hand, even with swapping and wieldind non chisel items, like flint. edit - also after the crash, game is still playable, doesnt corrupt the file
Psychomor FYI, I don't have this mod (yet), but I have a trader that doesn't have a name. I can't remember if it didn't give me that option or if I skipped asking it the first time we met, but I have never been given an option again to ask. So I think that's a basegame issue.
Psychomor
This mod doesn't change anything regarding the dialogue of traders, it just spawns a random vanilla trader at the camps. It must be a vanilla issue or another mod.
Helo. I cant ask trader for his name , just this dialog option is gone when added this mod. I mean if i find one of traders , and another one they dont have any names and cant ask about name anymore like in vanilla VS, so all traders names is just Trader. Is normal or is some like issue. Stay save.
Paeddy
No, every structure can spawn any trader.
Is the treasure hunter trader rarer now?
NiclAss
Perfect, it really worked, thank you.
https://imgur.com/a/QXvvqQH
But unfortunately, it didn't work on this one.
https://imgur.com/StIgPlW
Akaston
Yeah looks like a betterruins structure try to /wgen regen 1 the area which will regenerate it be aware.
might be a vanilla issue that is being tracked here currently, I don't think there is anything from my side to do since we are just using vanilla code like every other vanilla trader or ruin uses.
I'm not really sure if it's from BetterTraders, but I saw a comment below with the same issue. Would you know if the problem is really from BetterTraders?
https://imgur.com/a/DMpM2nC
GhostPower
Yes
Does this work on 1.20.x?
Elijahgrimm
Pls send a image of the trader so I know which structure it is to debug ty
So, I'm running into a bit of a strange bug, and maybe I'm just missing a piece of whatever this came from, but a Local Goods trader has one of those [ ? ] blocks sitting in front of his cart. Any ideas what that missing block might be, or where it's from?
Edit: Happened with an agriculture trader I came across as well. Seems to be a recurring thing for some reason.
HugoTaiga
Feature
Is this a bug or a feature?
https://www.reddit.com/r/VintageStory/comments/1hug9vu/five_traders_in_one_place/
Blazha
This is now also possible with config lib installed alongside this mod
@Maamessu you could always do that by editing: ...\Vintagestory\assets\survival\worldgen\structures. Last 3 codes are for traders and you'll find a line that says: "buildProtected": true. Change that into "false" and there you go. You can also change the line: "chance" for regular traders to 0.1 and tradersettlement to 1 to increase spawn chance for settlements and completely remove COB Trader Camps from your mods list
Maamessu
That is now possible.
Since this adds trader camps now as well, would it be possible to get a configuration option to remove trader claims? That's the only reason I'm running CoB Trader Camps still.
Can confirm there is no error spam :)
So glad to see this just got updated, just came back to start playing VS again haha xD
EtherealEmi
No it spawns the traders in the same way as vanilla.
does this mod make it hard to find the treasure hunter?
An Expanded Foods variant trader, I see? 👀
Note: There is currently a warning message in the logs that kinda spams, it will be fixed asap with a next version. besides the warning, there are no problems.
Cookieie
No effects to anything that has already spawned
You can also try it with tradercamps might work its just not supported by this mod so if you want give it a try in a test world
@NiclAss, With this update not compatible with cob_ tradercamps does that mean I should remove that mod?? How will that effect the traders that have already spawned?
Marogareh
No, I decided against it bcs I don't like the vanilla trader wagons, sorry.
is this compatible with trader camps? :D
VaelophisNyx
Let's say it's intended. I think you can steal other stuff as well :P
I would say it's a game bug to be still able to take stuff off claimed land. But it's used in the RA as well as a feature.
note, you can steal the bricks out of the back of some cart structures. It mentions it being protected but it doesn't stop you
DrBubba
Thank you very much!
Preacher_Kitty
No
also not in the scope of this mod.
dev team always said structures will stay at the same spot, but they don't.
You can spawn structures manually with command now in 1.19
/wgen structures list
/wgen structures spawn
Hydromancerx
They show up for me.
I'm not familiar with the Homo sapiens game mode. Maybe give it a try.
is there a command to set a trader location as just regen'ing the chunks makes the old trader carts disappear
NiclAss
If you start your world without lore content and then add this mod will they show up in new chunks? Or will they not show up because traders are considered "lore content"?
As usual, another brilliant mod by NiclAss and team!
DasPrinzip
Thanks for letting me know.
Vanilla changed something again so will have to update this mod for 1.19 stable :( tyty will work on that in the coming days.
Hello, in currenty RC Version there is this failure, Mod ist not working:
Jan 17 10:33:42 vs VintageStory[411687]: 17.1.2024 10:33:42 [Server Error] Patch 1 (target: game:worldgen/structures.json) in bettertraders:patches/bettertraders-remov
ing-vanilla-traders.json failed because supplied path /structures/21/chance is invalid: The json path /structures/21/chance was not found. Could traverse until /struct
ures, but then '21' does not exist. Full json at this path: [
Jan 17 10:33:42 vs VintageStory[411687]: {
Jan 17 10:33:42 vs VintageStory[411687]: "code": "arcticsupplies",
Jan 17 10:33:42 vs VintageStory[411687]: "name": "Arctic Supplies / Surface",
Jan 17 10:33:42 vs VintageStory[411687]: "chance": 0.02,
Jan 17 10:33:42 vs VintageStory[411687]: "schematics": [
Jan 17 10:33:42 vs VintageStory[411687]: "arcticsupplies/surface/*"
Jan 17 10:33:42 vs VintageStory[411687]: ],
Jan 17 10:33:42 vs VintageStory[411687]: "placement": "surface",
Jan 17 10:33:42 vs VintageStory[411687]: "rockTypeRemapGroup": "standard",
Jan 17 10:33:42 vs VintageStory[411687]: "maxTemp": -14,
Jan 17 10:33:42 vs VintageStory[411687]: "offsetY": -1
Jan 17 10:33:42 vs VintageStory[411687]: },
[...]
Wana point out that the comment below was fixed by the fairplayguardian mod and is not a direct bettertraders issue.
Any idea why the v0.0.2 doesnt auto download from a server to the client? Can we get this changed to true, or atleast set the mod to universal so it doesnt get pinged by guardian?
"requiredOnClient": false
NiclAss
Voidwalker
Thanks! Means a lot to us. We are looking forward to keep updating this mod. I just think the amount of new content will not be that much this year. Just letting you know.
I'm glad to see this Mod grow so much in so little time. It makes finding a trader camp so much cooler~
Its still one of my must have Mods!~
Oh my goodness, I have been a way too long! This mod looks amazing! Definitely trying it out next time I boot up the game!
JuniferBerries
Yes like QuakingDoom said some will spawn without a cart where they can live in (they are on the "move" with those so yeah no shelter)
They will not get attacked by any mobs tho so should be np
QuakingDoom
Thanks for answering it for me :P tyty
JuniferBerries
Yes, this mod affects all the structures of traders. It doesn't touch their item stock whatsoever. It should'nt be a problem if they can't enter their cart.
Does this mod affect the carts themselves? I found my first trader and he has no way to enter the cart. Treasure hunter trader with a greenhouse type of cart.
Lovely to hear and I've seen em in action - just like Voidmaker, I can't go without your mods, loving these too!
Voidwalker
Thank you very much! Means a lot to me !
DeNoven
I added a spawn mechanic that lets traders spawn in groups they should be quite rare
So yeah trader camps are basicly back
Alot of your mods have beomce must haves for any playthrouigh I do, Amazing!
Hey NiclAss, does this include structure/set pieces for the trader camps (the 2 - 3 trader versions)?
Looking like yet more great work!
Mawg
Thank you very much !
PeterSanderson
No it uses the same values vanilla uses for their traders. Which is a mindistance of 600 blocks
Does the mod affect the frequency of traders spawning at all?
This look utterly amazing! well done :D
macoto_hino
Yes it will just add stuff via worldgen so you can add this mod after worldcreation and remove the mod without issues
Great modeling!
This mod replaces the model when the trader is generated, right?
It won't replace the traders until they have already been generated, right?
Plumeria
Thank you very much, be sure to give me some feedback as always :P tyty
AnIronicTree
Thank you very much! I do think the builders in the vs team will come up with something awesome eventually as well!
I love this! Looks great I'm definitely excited to use it :)
This is a fantastic mod, great job Niclass! :)
I can imagine the developer's adding this, keep up the great work!