I didn't know that was a thing. Pretty cool that they added that. I'm going to look into it.Are there plans to make the config file editable through the new in game config access (new tmod feature). This is not needed but a great QoL feature that you don't have to go look for the config and can instead just click the button and get to editing the rates. Though this might be annoying with the sliders that it uses.
Thanks for your report. I didn't set it's multiplayer compatiblity correctly, but I fixed it with this update.Myself and a friend have been having issues with the Biome Lockboxes (View attachment 231262)
Attempting to open them (via right click) simply selects them in inventory, even when having biome keys.
We're not sure if it's a bug, or if we're just incompetent.
Mod version v5.1 in the mod browser.
My mod doesn't cancel his spawning, but does despawn him if you skip to night by using a Granite Moondial. I did noticed that I made one of my configurations unclear. "ChanceEachMorningTravelingMerchantWillSpawn" is actually a base chance. The formula is actually:Please help. This mod seemed to have broken the traveling merchant. The config has the default settings except for dynasty shingles and dynasty wood all at 1.0. I cannot get a traveling merchant to spawn.
Chance*((YourTownNPCs / MaxTownNPCs + TownHardmodeNPCs / MaxTownHardmodeNPCs) / 2)^2
If you noticed the config says "The chance for spawning the Traveling Merchant and for Restocking is affected by the amount of stationary Reduced Grinding and Vanilla npcs." I changed the configuration to "BaseMorningTMerchantSpawnChance"
I updated my mod to version 5.2:
- Fixed multiplayer compatibility issue with Biome Lockboxes.