Red Merchant

From the Fear Nightfall wiki · Supplementaries
Red Merchant
Red Merchant
ModSupplementaries
TypePassive
Health20 ♥×10
Speed0.7
Follow range16
Size0.6 × 1.95 blocks
CategoryCreature
IDsupplementaries:red_merchant

The Red Merchant is a passive trader mob added by Supplementaries. It behaves like a Wandering Trader: it wanders, stays within a set radius of a meeting point or a player, and despawns after a fixed lifetime. Unlike the wandering trader, it carries bombs and attacks hostile mobs that come near it. Its trade list is one of the few places in the pack that sells bombs, cannons, Rope and gunpowder for emeralds, so a player who finds one early gains access to these items sooner.

Spawning

Does not spawn naturally in any biome (see Obtaining/Spawning text).

The Red Merchant is not part of any biome spawn table. It is spawned by a mixin on the wandering trader spawn cycle. Whenever the vanilla wandering trader spawn attempt fails, the game rolls a 1 in 9 chance. If that succeeds, it compares a difficulty value against a random number from 0 to 90. The difficulty value depends on the local difficulty, the time of day, the moon phase and how long the chunk has been inhabited, and it is scaled by the game difficulty (1.25 on Easy, 1.5 on Normal, 1.75 on Hard). The chance rises in the late game and on harder difficulties. Its maximum is about 19% on Hard before the Ender Dragon has been defeated, and about 24% after. On Christmas the difficulty value is multiplied by 15, which makes the check pass far more often.

A spawn is placed within 48 blocks of a player. The game prefers the nearest meeting point (the village bell's point) and falls back to the player's position if none is found. It does not spawn in The Void biome. A spawned Red Merchant has a lifetime of 25,000 ticks (about 21 minutes) and is restricted to a 16-block radius around its wander target. The spawner does not create another one until that lifetime has passed. The red_merchant_spawn_multiplier config option scales the spawn chance: 0 disables it, 1 is the default, and 2 doubles it.

Evokers can also create Red Merchants. An Evoker with no target looks for a wandering trader within 16 blocks and casts the "wololoo" spell on it. After a 40-tick warm-up, the trader is replaced by a Red Merchant with its data copied over. The evoker waits 140 ticks before it can cast again.

Behavior

The Red Merchant does not attack players. Its only targets are nearby hostile mobs, and it fights them with bombs.

Combat. It targets any raider, Zombie or Zoglin within 8 blocks that it can see. With a target, it equips a bomb in its main hand and moves toward the target until it is within 15 blocks with line of sight for 5 ticks. It then throws a normal bomb at the target. After each throw it waits 60 to 79 ticks (60 plus a random value from 0 to 19) before the next throw, and the wait between throws also depends on the distance to the target.

Avoidance. It moves away from zombies within 6 blocks, from Vex and creepers within 8 blocks, from zoglins within 8 blocks, and from raiders within 11 blocks. Avoiding these mobs takes priority over trading.

Damage. It takes no damage from its own explosions. Explosion damage from any other source is reduced to 20% of its normal value. It has 20 health (10 hearts), a movement speed of 0.7 and a follow range of 16 blocks.

Trading. Right-clicking it opens the trade screen when it has offers. Baby Red Merchants cannot trade. Trades are listed in the Trading section below.

Despawning. A spawned Red Merchant despawns when its lifetime runs out, but not while a player is trading with it. Unlike most mobs, it is never removed for being far from players.

Trading

A Red Merchant offers seven trades at a time, chosen from a list of twelve in the mod's villager trade data.

The list covers items that are otherwise hard to get early in the game: bombs, blue bombs, cannons and cannonballs, Rope and rope arrows, gunpowder, TNT, firework stars and rockets, and lanterns.

Drops

The Red Merchant has no loot table of its own, so it drops nothing when it dies. Its trades are its only item source.

No item drops.

Tips

  • The Red Merchant is most useful early in a playthrough, when bombs, cannons and Rope are hard to get otherwise. Bring the items each trade requires before you find one, because it leaves after about 21 minutes.
  • Red Merchants appear near players, not at fixed locations. Staying in an area for a while gives the spawner more chances to create one, and the odds are better on Hard and after the Ender Dragon has been defeated.
  • Its bombs damage hostile mobs and anything else nearby. Keep tamed animals and other passive mobs away while it is fighting zombies, zoglins or raiders.
  • Evokers convert wandering traders into Red Merchants. Keep a wandering trader away from evokers if you want to keep it as a wandering trader.