The Meaning of Life, the Universe, and Everything.
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Does anyone know if the wandering trader still spawns in amplified worlds?. I have been playing mine for almost 100 in game days now and still no sign of him. All other structures and mobs are present, just not him for some reason. He would have been really useful early on as well
One thought I had is he is spawning high up on the huge mountains, so that's why I can't see him?.
The above seems to confirm they can spawn in amplified worlds. I was about to wonder that myself, since amplified still sort of seems to use pre-1.18 generation in a lot of ways. Obviously wandering traders aren't tied to terrain generation and they predate 1.18, but it would have made me question might else might be different.
Since we know they can show up, I have two guesses.
The first is that you're just not seeing it, as you guess.
The second is that wandering traders themselves can be "shy" to show up.
I've noticed in my village I made, I've seen one show up when I first started making it (before it was formally a "village" even because no villagers were there yet). Since then, I've yet to see one. But as soon as I leave and explore or go to another village, I find one.
That might be coincidence, but it's a circumstance I've noticed, and in another world as well.
I also thought they were supposed to force despawn after so much time had passed (I presume the way this works is if they get unloaded, then once thew become loaded again, if the time had past, they instantly despawn), but I've returned to ones tens of days later and they are still hanging around.
There's also, or at least were, bugs where multiple can spawn (I've seen this once in 1.16) so it could be the stuck ones that haven't despanwed are preventing more from spawning, until the bug happens to rarely occur?
I don't know. Just some guesses I admit. There's a lot to wandering traders in spawning and despawning behavior that still seem a bit odd.
I also thought they were supposed to force despawn after so much time had passed (I presume the way this works is if they get unloaded, then once they become loaded again, if the time had past, they instantly despawn), but I've returned to ones tens of days later and they are still hanging around.
I was looking at the wiki for an answer for the issue and it said the timer stops while the trader is unloaded. So potentially, if it spawned while the player was away from base and where they didn't see them, it would end up "frozen" wherever it got unloaded. And even if the player walked by, that wouldn't advance the timer all that much so if it's somewhere out of the way where it can't be seen it could be frozen there for potentially a very long time. I would kind of expect that the game could spawn more than one but - maybe not?
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That seems to be how they act as of late, yes. I've gone by two spots where I've found them out in the wild and they were definitely there far, far, far longer than ten days later (I don't even know if this is the maximum time they can be around for but I thought it was).
That might explain the rarity of them at times, but it also seems to come down to where I'm at. Maybe I'm imagining this, and maybe it's coincidence, but it seems like while I'm hanging around my village, they don't spawn a lot sometimes (despite bells supposedly being a place they can spawn), but then when I'm away, they'll suddenly spawn soon after.
Multiple can certainly spawn. Or, they used to be able to. I don't think it was intended though, but I've seen it occur in the past. No idea if it was ever fixed.
To resolve this I just kill them once I'm done trading with them. Getting leather and leads from the llamas is less effort than farming cows spiders and slimes anyway.
Lol, and is killing cows or horses for leather not abuse too?
I mean in half my worlds i never interact with passive mobs, but if my friends want a library and there's no structure nearby, chop chop, gotta do what you gotta do. Also a llama can spit you off a cliff if you hit them by accident, so they're a liability.
Yeah but many of the other animals people kill mostly for food. Llamas drop no such thing, and they are so rare to kill for leather alone. I guess the wandering trader ones are a bit less rare (which is the opposite of how it should be in my opinion), but still! I'd have less reservation about people killing the trader for the leads, haha (I also think the wandering trader needs some quality of life changes, one of them being the frequency they show up being impacted by your hostility towards them).
Does anyone know if the wandering trader still spawns in amplified worlds?. I have been playing mine for almost 100 in game days now and still no sign of him. All other structures and mobs are present, just not him for some reason. He would have been really useful early on as well
One thought I had is he is spawning high up on the huge mountains, so that's why I can't see him?.
Any ideas?.
Seems very odd to me. I had a wandering trader spawn in a relatively short-lived amplified world, in a hilly birch forest.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
The above seems to confirm they can spawn in amplified worlds. I was about to wonder that myself, since amplified still sort of seems to use pre-1.18 generation in a lot of ways. Obviously wandering traders aren't tied to terrain generation and they predate 1.18, but it would have made me question might else might be different.
Since we know they can show up, I have two guesses.
The first is that you're just not seeing it, as you guess.
The second is that wandering traders themselves can be "shy" to show up.
I've noticed in my village I made, I've seen one show up when I first started making it (before it was formally a "village" even because no villagers were there yet). Since then, I've yet to see one. But as soon as I leave and explore or go to another village, I find one.
That might be coincidence, but it's a circumstance I've noticed, and in another world as well.
I also thought they were supposed to force despawn after so much time had passed (I presume the way this works is if they get unloaded, then once thew become loaded again, if the time had past, they instantly despawn), but I've returned to ones tens of days later and they are still hanging around.
There's also, or at least were, bugs where multiple can spawn (I've seen this once in 1.16) so it could be the stuck ones that haven't despanwed are preventing more from spawning, until the bug happens to rarely occur?
I don't know. Just some guesses I admit. There's a lot to wandering traders in spawning and despawning behavior that still seem a bit odd.
I was looking at the wiki for an answer for the issue and it said the timer stops while the trader is unloaded. So potentially, if it spawned while the player was away from base and where they didn't see them, it would end up "frozen" wherever it got unloaded. And even if the player walked by, that wouldn't advance the timer all that much so if it's somewhere out of the way where it can't be seen it could be frozen there for potentially a very long time. I would kind of expect that the game could spawn more than one but - maybe not?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That seems to be how they act as of late, yes. I've gone by two spots where I've found them out in the wild and they were definitely there far, far, far longer than ten days later (I don't even know if this is the maximum time they can be around for but I thought it was).
That might explain the rarity of them at times, but it also seems to come down to where I'm at. Maybe I'm imagining this, and maybe it's coincidence, but it seems like while I'm hanging around my village, they don't spawn a lot sometimes (despite bells supposedly being a place they can spawn), but then when I'm away, they'll suddenly spawn soon after.
Multiple can certainly spawn. Or, they used to be able to. I don't think it was intended though, but I've seen it occur in the past. No idea if it was ever fixed.
To resolve this I just kill them once I'm done trading with them. Getting leather and leads from the llamas is less effort than farming cows spiders and slimes anyway.
But that's llama abuse!
Lol, and is killing cows or horses for leather not abuse too?
I mean in half my worlds i never interact with passive mobs, but if my friends want a library and there's no structure nearby, chop chop, gotta do what you gotta do. Also a llama can spit you off a cliff if you hit them by accident, so they're a liability.
Yeah but many of the other animals people kill mostly for food. Llamas drop no such thing, and they are so rare to kill for leather alone. I guess the wandering trader ones are a bit less rare (which is the opposite of how it should be in my opinion), but still! I'd have less reservation about people killing the trader for the leads, haha (I also think the wandering trader needs some quality of life changes, one of them being the frequency they show up being impacted by your hostility towards them).