7 Days To Die

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FuriousRamsay

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FuriousRamsay

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About this mod

Modlet focused on adding new Jobs/Challenges, Enemies, Traders, Items and Vehicles

Permissions and credits
Can be installed for single player local games or server-side only when hosting a multiplayer server.

This mod is made purely with XML. Trying to be as creative as possible by leveraging assets already existing in Vanilla in the event people want to host the mod as server-side for clients to not have to worry about setting it up.

The content of this mod is entirely optional. It does not apply changes to the existing world, you have to decide to opt into one of the jobs/challenges. If hosting a server, your users aren't forced to use the content unless they wish to.

Feedback is welcome and much appreciated. 

Warning: Please back up your saved world and character before installing this mod. The game does not handle the removal of accepted or completed quests well and will reset your character should you decide to remove the mod after trying it out. This is unfortunately a known issue with how the game is currently designed and out of modder's control. Other issues could include spamming of NullExceptionErrors which would require you to use your backed up copy. See warning message at the bottom of the page for further information.

Best way to provide feedback or get support is through a newly created Discord Server:  https://discord.gg/gfBxVYy4mu

Currently tested with:
- Vanilla 19.6
- Undead Legacy
- Darkness Falls
- Sorcery

Planned addition(s):
- Handyman Trader Jobs
- Black Shield Trader Job
- New enemy entities
- Optional Blood Moon Horde mod with existing custom entities
- Faction War event (currently planned for Tier 5, might also include as soon as Tier 3) 

03-08-2021 MAIN MOD RELEASE NOTES:
Additions:
- Added mechanical ally rewards for the Hunt questline in Single Player
- Added area of effects for Hazmat entities (Hazard challenge). Beyond giving you an impairment when they hit you, they will also release a gas which will do the same if you are within a certain range of them
- Added missing Explosion damage effects for Explosion Immune entities
- Added missing burning and shock debuffs effects on UMA entities
- Added burn effect on player when burned (Vanilla does not include this effect)
- Added Computer icon type to Mechanical Pets help differentiate from other container beyond container's color
Modifications:
- Moved Defend and Hunt questlines to the Farmer trader
- Moved Steal Tech questline to the Handyman trader
- Moved Mini Horde questline to the Handyman trader (removed from player vending machine)
- Lowered radiation damage from toxic crawlers
- Reduced area of effect for Toxic entities, all set to 1.5m
- Reduced area of effect for Fire, Shock and Explosion immune entities
- Entities who get close to a burning entity will also get burned (can cause a chain reaction)
- Moved Screamer Signal and associations from optional mod to main mod
- Increased probability of finding mechanical ally deployables at vending machine
- Adjusted Single Player deployable Mechanical Ally cost, health, damage and duration
- All Allies:
- Duration increased from 3 minutes to 10 minutes
- Dogs:
- Health increased from 200 to 400
- Entity Damage increased from 9 to 40
- Block Damage increased from 15 to 80
- Cost set to 100 Dukes
- Wolves:
- Health increased from 300 to 500
- Entity Damage increased from 14 to 50
- Block Damage increased from 30 to 100
- Cost set to 200 Dukes
- Lions:
- Health increased from 600 to 750
- Entity Damage increased from 25 to 75
- Block Damage increased from 45 to 150
- Cost set to 250 Dukes
- Bears:
- Health increased from 900 to 1000
- Entity Damage increased from 40 to 100
- Block Damage increased from 60 to 200
- Cost set to 500 Dukes
- Androids:
- Health increased from 1000 to 1250
- Entity Damage increased from 65 to 125
- Block Damage increased from 75 to 250
- Cost set to 750 Dukes
Fixes:
- Fixed burning barrel block damage (was displaying 0 but still doing block damage)
- Fixed particle effects being removed from Shock and Fire immune entities when a debuff was applied to them
- Fixed Fire, Shock and Explosion immune entities not attacking survivors and mechanical allies
- Fixed Custom Quest items displaying the item keys rather than the item name (Steal Tech and Surprise Quests)
- Fixed invalid toolbelt notification when placing pet chickens and rabbits

03-08-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Requires above Main Mod release
- Added burn effect on player when burned
- Moved Screamer Signal and associations to main mod
- Fixed particle effects being removed from Shock and Fire immune entities when a debuff was applied to them

03-08-2021 OPTIONAL LOCATE NEW TRADERS MOD RELEASE NOTES:
Requires above Main Mod release
New optional mod to make new traders spawnable using end of quest tier rewards (if not already claimed).
- Traders will provide a reward option to locate the Farmer trader after completing 10 Tier 1 quests
- Traders will provide a reward option to locate the Handyman trader after completing 10 Tier 2 quests
- Traders will provide a reward option to locate the Black Shield trader after completing 10 Tier 3 quests

03-08-2021 OPTIONAL BIOME SPAWN MOD RELEASE NOTES:
- Reduced spawn rate of Toxic crawlers in the Forest biome

03-08-2021 OPTIONAL FRIENDLY BIOME SPAWN MOD RELEASE NOTES:
Requires above Biome Spawn Mod
New optional mod to include occasional friendly spawns in each biome:
Forest Biome:
- Trader Network Commanders (low chance)
- Trader Network Citizens (medium chance)
- Mechanical Allies (low chance, mostly Dogs)
Burnt Forest Biome:
- Trader Network Commanders (low chance)
- Trader Network Citizens (medium chance)
- Mechanical Allies (low chance, mostly Wolves)
Desert Biome:
- Trader Network Commanders (low chance)
- Trader Network Citizens (medium chance)
- Mechanical Allies (low chance, mostly Lions)
Snow Biome:
- Trader Network Commanders (low chance)
- Trader Network Citizens (medium chance)
- Mechanical Allies (low chance, mostly Bears)
Wasteland Biome:
- Trader Network Commanders (medium chance)
- Mechanical Allies (medium chance, mostly Androids)

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31-07-2021 OPTIONAL UI TWEAKS MOD RELEASE NOTES:
Added missing stealth bar

29-07-2021 OPTIONAL UI TWEAKS MOD RELEASE NOTES:
Added optional mod to modify aspects of the game's User Interface:
- New HUD
- Smaller status effect icons/labels in order to reduce cluttering
- Entity Health Bars now show by default
Note: Not for use with mods that already change the UI like Undead Legacy

28-07-2021 MAIN MOD RELEASE NOTES:
Additions:
- Added new radiation resist mods (see details below - supports Darkness falls)
- New challenges at the Farmer Trader:
Hazard (Tiers 1 through 5):
You are sent to a random location to kill a number of wanderers in hazmat suits. They carry canisters of hazardous gas that will impair your vision
- Tier 1 impairments: Color Blindness
- Tier 2 impairments: Reduced Vision + previous tier impairments
- Tier 3: impairments: Bloodshot Vision, Distorted Vision + previous tier impairments
- Tier 4 impairments: Out of Focus Vision + previous tier impairments
- Tier 5 impairments: Blurred Vision + previous tier impairments
Notes:
- The impairments last 6 seconds each but can stack
- Having the wrong combination of impairments will blind you for the duration of the impairments
Reward:
- Each tier of the questline will reward you with a random radiation resistance mod (5 in total: head, chest, legs, gloves and boots)
- Some are more difficult to get than others
- Worn individually they have no effect but if all 5 are worn, you become immune to radiation
Toxic (Tiers 1 through 5):
You are sent to a random location to kill a number of toxic zombies and animals before they poison the water sources with radiation
- Tier 1: Regular entities
- Tier 2: Regular entities, slightly tougher
- Tier 3: Feral entities
- Tier 4: Radiated entities
- Tier 5: Radiated Entities, slightly tougher
Notes:
- Entities are toxic. If you stand too close to them you will take temporary radiation damage (radiation mods above will mitigate the damage)
- Adds over 100 entity variations to the game
Modifications:
- Standing too close to a burning or shocked entity will burn or shock you
- Moved Hold and Fetch questline to Handyman trader
- Hold and Fetch questline now have custom zombies
- Reduced Black shield Trader's spawn rate to be equal to the other two traders
- Added various missing visual effects
- Custom mod burn buffs to wolves, dire wolves, dogs, deer and vultures
- Custom mod shock buffs to vultures
- Vanilla burn buffs to UMA entities, chickens, rabbits, wolves, dogs, deer and vultures
- Vanilla shock buffs to chickens and rabbits
- Added display icons for burn and shock custom debuffs
- Added shock effect to stun batons on shock motorcycle
Fixes:
- Custom armor now able to accept mods
- Removed oil recipe from handyman trader (Darkness Falls does not have this schematic)
- Mines can now be put down in the Surprise! even if charges were put down all at once or too fast.

28-07-2021 OPTIONAL BIOME SPAWN MOD RELEASE NOTES:
- Added above-mentioned Toxic and Hazard quest entities to the various Biomes (requires main mod update)
- Adjusted/reduced spawn rate for all biomes but the Wasteland

28-07-2021 OPTIONAL WANDERING HORDE MOD RELEASE NOTES:
Added above-mentioned Toxic and Hazard quest entities to the wandering horde groups (requires main mod update)

28-07-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Additions:
- Added lootable Zombie Trainer (only when alive) at Wave 10 of each Horde Training challenge
- Ability to loot schematic (one per tier) for new Screamer Horde Signal (see details below)
- Added Screamer Horde Signal to lure in Screamer hordes on demand
- 5 Tiers, each Tier increases the size of the horde
- Requires fuel to activate (wood, coal, etc)
- Can be turned on and off to start and stop the spawning based on what you can handle
- Can be crafted using a lootable schematic (see above)
- Added Screamer Horde Signal recipe
Modifications:
- Updated Burning Embers Trap recipes (campfire only)
- Updated Burning Embers Trap crafting icons/info
- Updated Burning Embers Trap particle effect
- Added various missing visual effects:
- Custom burn debuffs to wolves, dire wolves, dogs, deer and vultures

26-07-2021 OPTIONAL I SEE AND HEAR YOU MOD RELEASE NOTES:
- Fixed mod changes not properly being applied to the game's configuration



24-07-2021 OPTIONAL I SEE AND HEAR YOU MOD RELEASE NOTES:
Added optional mod to increase the game difficulty:
- Zombies:
- Easier: Decreased Sight Angle from 180 to 110 degrees (to help with sneak attacks)
- Tougher: Increased sight and sound range drastically (if they are looking in your direction or hear you, they will chase after you)
- Hostile Animals:
- Easier: Decreased Sight Angle from 180 to 150 degrees (to help with sneak attacks)
- Tougher: Increased sight and sound range drastically (if they are looking in your direction or hear you, they will chase after you)
- Vultures:
- Tougher: Increased sight range drastically (if they are looking in your direction, they will chase after you)

21-07-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Added Special Item:
- Burning Embers Trap:
- Can be crafted at campfire or forge
- Requires fuel to operate (wood, coal, etc)
- Will burn entities (including yourself) when stepped on (unless they squeeze by the edges)
- Takes no damage unless specifically hit by melee or gun fire
Note: wear fireproof gear to walk on them unharmed

21-07-2021 MAIN MOD RELEASE NOTES:
Modifications:
- Moved Hunt Challenge from trader vending machine to Farmer trader as a job
- Moved Ghosts Challenge from trader vending machine to Handyman trader as a job
- Updated look of Black Shield Titans
- Updated look of Black Shield Bandits
- Update to Buffs/Debuffs:
- Shocking or setting an entity on fire with this mod's items will make you take shock/fire damage if too close
- Wear fire or shock immune armor to prevent the damage
- This mod's items can no longer set metal entities on fire (only shock them)
- Adjusted buff knockdown distance for UMA models
- Fixed some buff sounds not stopping under certain circumstances
- Fixed immunity to fire and shock from special armor not always working
- Added burn and shock animations for hostile rabbits, chickens and all UMA models (were previously not showing - had to use different effects than
  for zombies)
- Added special ability for the following items:
- The Jackal, Assassin Knife:
- If wearing special fire immune armor, throwing the knife will set you on fire for 8 seconds. Enemy entities in a 2 meter radius will get burned
- Stormbreaker:
- If wearing special shock immune armor, throwing the hammer will electrify you for 8 seconds. Enemy entities in a 2 meter radius will get
  shocked

19-07-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Modified items:
- The Jackal, Assassin Knife:
- Removed knockdown on throw
- Fixed burning debuff when thrown
- Leonidas' Spear
- Removed knockdown on throw
- Fixed shock debuff when thrown
- Better throw power and distance
- Now purchasable at Better Barter 4 from Farmer trader
Added special items:
Stormbreaker:
- Primary attack (swing):
- Shocks enemies in a radius of 3.5 meters when you hit nearby blocks (including ground)
- Much faster than traditional steel sledgehammer
- Secondary attack (throw):
- Shocks and knocks enemies down in a radius of 3.5 meters from where it lands
- Purchase from the Farmer Trader at Better Barter 5
The following are a tribute to the Evil Dead movie series...
Ash's Boomstick:
- Shotgun holding 6 shells
- Very fast firing rate
- 10% chance to create explosion when fired
- Knocks enemies down
- 100 additional explosive damage
- Reduced kickback
- Barrel is on fire, creating some light in darkness
- Firing sound is a little deeper
- Purchase from the Handyman Trader at Better Barter 4
Ash's Chainsaw:
- Blade optimized for flesh wounds (aim for the head)
- Consumes gas quickly
- Very high chance to dismember
- Higher fuel capacity given faster consumption rate
- Blade is on fire, creating a bit of light in darkness
- Purchase from the Handyman Trader at Better Barter 5

16-07-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Added special item:
The Jackal, Assassin Knife (to make sneak knife builds viable):
- Primary attack (swing):
- Burns enemies (knives cannot have the Burning Shaft mod in Vanilla)
- Slightly greater damage than the hunting knife (entities)
- 1500% more damage on head shots
- 1500% sneak damage
- Secondary attack (throw):
- Straight for a short distance
- Burns target
- Great for sneak kills given the combined 3000% damage on sneak head shots
- Purchase from the Farmer Trader at Better Barter 3


13-07-2021 OPTIONAL ITEMS AND BLOCKS MOD RELEASE NOTES:
Added a Mod to include special items at the traders:
Leonidas' Spear (to make spear builds viable):
- Primary attack (swing):
- Shocks enemies
- Twice as fast as the steel spear, slightly greater range
- Greater damage (entities and blocks)
- Secondary attack (throw):
- Shocks and knocks enemies down in a radius of 7 meters from where it lands
- Greater distance than steel spear
- Purchase from the Farmer Trader at Better Barter 5


12-07-2021 OPTIONAL BIOME SPAWN MOD RELEASE NOTES:
Added a Mod to adjust the existing Biome spawns and add new ones (for an extra challenge):
- x8 to existing Wasteland spawns and x4 to all other biome spawns
- Added custom spawns to the following biomes:
- Forest:
Day:
- Black Shield Bandits
- Mutant Chickens, Rabbits and Does
Night:
- Trader Network Fire Immune Zombies
- Burnt Forest:
Day:
- Black Shield Bandits
- Black Shield Battle Androids
Night:
- Trader Network Shock Immune Zombie
Anytime:
- Black Shield Zombies
- Mutant Stags and Wolves
- Desert:
Day:
- Black Shield Bandits
- Cloaked Snakes, Vultures and Burning Rabbits
Night:
- Trader Network Fire and Shock Immune Zombies
Anytime:
- Black Shield Zombies
- Black Shield Battle Androids
- Cloaked Black Shield Fire and Shock Androids
- Mutant Boars and Coyotes
- Snow:
Day:
- Black Shield Bandits
- Feral Black Shield Zombies
- Black Shield Battle Androids
Night:
- Trader Network Explosion Immune Zombies
Anytime:
- Mutant Boars and Mountain Lions
- Wasteland:
Day:
- Beserker Black Shield Zombies
- Black Shield Battle Androids
- Cloaked Snakes, Vultures and Burning Rabbits
Night:
- Trader Network Fire, Shock and Explosion Immune Zombies
- Cloaked Black Shield Fire and Shock Androids
- Mutant Dire Wolves and Bears
Anytime:
- Black Shield Titans

12-07-2021 OPTIONAL WANDERING HORDE MOD RELEASE NOTES:
- Removed spawn markers from compass and map for the special wandering horde entities
- Added localization

12-07-2021 OPTIONAL TWITCH INTEGRATION MOD RELEASE NOTES:
- Split off Twitch Integration from Main Mod

11-07-2021 OPTIONAL WANDERING HORDE MOD RELEASE NOTES:
Added a Mod to adjust the Wandering Hordes configuration:
- Upped the number of entities between 20 and 30 per horde
- Replaced 11 of the 50 default groups (used enemies from the various quests in this mod)
- Replaced groups were originally animal-focused

08-07-2021 v0.1 RELEASE NOTES:
- Bug fixes for Spawning horde InvalidCastException console errors
- Increased storage capacity for All Terrain Vehicle
- Lowered pitch for All Terrain vehicle sounds

07-07-2021 v0.1 RELEASE NOTES:
(Contains all of the changes from previous early access only releases - last Nexus release dated back to 25-06-2021)
- New All Terrain Vehicle (land and water) capable of seating 7 people (will post any screenshots of someone having seated 7 if shared in the
  comments)
- Greater stability and significantly better up hills
- Steering in water handled through Right and Left keybinds
- Small chance of purchasing from the new Handyman Trader (requires Better Barter 5)
- Be gentle on your transitions from water to land or down hills (release the turbo)
- Removed Mechanical Ally Dispatcher from Trader Vending Machines
Note: will upgrade storage capacity in a future release and make the engine pitch a bit lower

05-07-2021 EXPERIMENTAL RELEASE NOTES (EARLY ACCESS ONLY):
(Early Access is only available through the Discord server - last experimental before releasing on Nexus)
- Ability to purchase and drive the various Sedans found in game
        - New baby Mechanical Pets:
                - Purchased at the new farmer trader
- Unlike other mechanical allies, they do not despawn but have no special abilities
- Can only put down one every 3 real-time hours played
- Can replace one by killing another yourself
- Will regenerate 1 life every 3 seconds
- New Trader, Katie (Farmer), focused on selling food, recipes and baby mechanical pets
- New Trader, Luke (Handyman), focused on selling:
- Tools/tool schematics
- Concrete and cobblestone
- Vehicles/vehicle schematics (including Sedans which ate no longer sold at the Black Shield Trader)
Other changes:
- Updated Black Shield Trader look
- Adjusted bandit stage spawning for Protect Tiers 2 through 5 jobs
- Adjusted job Duke rewards to be more in line with Vanilla jobs
- Adjusted Vending machine challenge note costs (cheaper)
- Added descriptions for a number of items
- Added a message when Decoys are placed

03-07-2021 EXPERIMENTAL RELEASE NOTES (EARLY ACCESS ONLY):
(Early Access is only available through the Discord server - Nexus release will come at a later date)
- Black Shield Trader's Secret Stash only appears at Better Barter 3
- Added Immunity Armor sets, only purchasable from the Black Shield Trader:
- Immunity to Fire (Tier 1, no special requirement)
- Immunity to Shock (Tier 2, no special requirement)
- Immunity to Fire and Shock (Tier 3, requires Better Barter 3)
- Immunity to Explosions (Tier 4, requires Better Barter 4)
- Immunity to Fire, Shock and Explosions (Tier 5, Requires Better Barter 5)
- Special armor sets each have their own special repair kit
- Craftable using:
- Standard Repair Kit
- Bone Powder which can be obtained by scrapping body bag piles of special zombies from Decoys questlines
- Fire Immune Zombie Bone Powder (Decoys Tier 1)
- Shock Immune Zombie Bone Powder (Decoys Tier 2)
- Fire and Shock Immune Zombie Bone Powder (Decoys Tier 3)
- Explosion Immune Zombie Bone Powder (Decoys Tier 4)
- Fire, Shock and Explosion Immune Zombie Bone Powder (Decoys Tier 5)
- Fire, Shock and Explosion Immune Zombie Bone Powder can also be used for:
- Tier 1, Tier 2 and Tier 4 repair kits
- Fire and Shock Immune Zombie Bone Powder can also be used for:
- Tier 1 and Tier 2 repair kits
- Fire, Shock and Explosion Immune Zombie Bone Powder can also be used for:
- Tier 4 repair kit
- New Motorcycles with better speed, handling, storage and ability to go up hills (seats 2 players)
- Black Shield Fire Motorcycle:
-  has a couple molotovs mounted at the front and will set nearby enemies on fire
- Black Shield Shock Motorcycle:
-  has a couple stun batons mounted at the front and will shock nearby enemies
- New Black Shield Bicycle that can seat up to 4 players and has better storage
- In game Sedans can now be purchased at the Black Shield Trader (starting at Better Barter 3)
- This is a hack really, uses the 4x4 model, removes the object and replaces it with the sedan objects
- Wheels do not turn as sedan models are static
- Good amount of storage
- Positioning of hands has been placed as best as it can be
- Other than the animation for wheels not showing, it works very well
- Adjusted the seating of Vanilla vehicles:
- Bicycle (2 seats)
- Minibike (2 seats)
- Motorcycle (2 seats)
- 4x4 (4 seats)
- Significantly reduced the cost of 4x4s (nearly halved)


29-06-2021 EXPERIMENTAL RELEASE NOTES (EARLY ACCESS ONLY):
(Early Access is only available through the Discord server - Nexus release will come at a later date)
- New item, "Explosive Barrel", only purchasable from the Black Shield Trader Does twice the damage of grenades and has twice the explosion radius
- Charges and mines in the "Surprise!" job can now be placed using both right and left mouse buttons
- Implemented workaround for falling animation bug

The following can be found as part of the Black Shield's Trader's job listing:
Decoys (Tiers 1 through 5):
- Phase 1: You are given a backpack and sent to a random location
- Phase 2:  You activate the waypoint to unlock the possibility of opening the backpack and retrieve decoys and body bags
- Phase 3: You have to go through waves of placing decoys and killing special zombies (described below). The zombies will attempt to damage the decoys and
once the decoys reach 65% life, they will trigger a 4 second timer and detonate, dealing damage to all entities around it.
- Phase 4: You harvest samples from the remains of the special zombies and put them in the body bags (creates a single body bag pile)
- Phase 5: Get your reward from the trader you received the mission from
Notes: You must closely respect the mission guidelines or risk not being able to complete the mission.
    The decoys are meant to be used in the missions only
     Difficulty ramps up at Tier 3, might want to consider setting up defenses before starting the mission.
Special Zombies:
Tier1: Immune to fire. Molotov would not hurt them
Tier 2: Immune to electric shock. Cannot be stunned by stun batons or hurt by electric fence posts
Tier 3: Immune to both fire and electric shock
Tier 4: Immune to explosive damage. Any type of explosion will not hurt them, including the decoys which are meant to be distractions at that level
Tier 5: Immune to all three types of damage previously described

Will be looking into the possibility of crafting special armor from the remains that you gather with the Decoys job as well as ingredients you purchase from the Black Shield trader. Planned are three separate armor sets that would each give a special immunity once worn:
- Immunity to fire which would allow you to throw molotovs and be unaffected by the fire
- Immunity to shock which would allow to go through your own electric fence posts without taking any damage and hopefully reduce the stun
- Immunity to explosions which would allow you to walk on mines without the perk, throw grenades at your feet and blow things up around you without taking any damage

25-06-2021 EXPERIMENTAL RELEASE NOTES:

- Fixed issue with the Black Shield trader not having the 20% discount
- Items at the Black Shield Trader will be cheaper until tier 4 of Better Barter where prices will be the same and at level 5, be 5% more expensive
- Added loot groups that were removed when using Darkness Falls or Undead Legacy (causing issues when loading the game)
- Reduced the difficulty level of the dig map quest in the Steal Tech trader job chain
- Adjusted the weight for the vending machine challenge notes which were causing them to be scrapped for too much paper
- Added Tiers 2 through 5 for the new "Surprise!" Black Shield trader job
- Further reduced the spawning of the Black Shield trader in the world
NotesWould like to get feedback on new Black Shield trader spawn rate if you are using the mod for the first time or have started a new playthrough.

23-06-2021 EXPERIMENTAL RELEASE NOTES:

- Fixed loot references clashing with the ones defined in Darkness Falls
- Reduced the spawning of the Black Shield trader in the world as it was too frequent
Notes: Current areas already discovered by players will have the old spawning. This change will only apply to undiscovered areas.

The following can be found as part of the Black Shield's Trader's job listing:
Surprise! (Tier 1 only for the moment):
- Phase 1: You are sent to a random POI to retrieve some supplies (weapons)
- Phase 2: Once retrieved, you unlock the possibility of opening the backpack that was given to you by the trader when you accepted the job
- Phase 3: You get 45 seconds to open the backpack and place one or more explosive charges inside the POI bounds. Each charge will explode within
10 seconds of placing them, in a 10 meter radius.
- Phase 4: You unlock the possibility of placing the mines that were also contained in the backpack (quest objective). You have 30 seconds to place
them within the POI bounds.
- Phase 5: Get your reward from the trader you received the mission from
Notes: You must closely respect the mission guidelines or risk not being able to complete the mission.
    This is purely for those people who like to see things blow up.
    Rewards are focused on ammo and weapons.
    Damaged POIs can be reset either through another mission that points to it or by using the POI reset item.
    You cannot use the items provided in the backpack outside of this mission, they will not work.
    For multiplayer: You cannot start this job when a POI has an active bedroll, so no need to worry about resets
Charges cannot damage blocks protected by a land claim and mines cannot be placed in these areas either


21-06-2021 EXPERIMENTAL RELEASE NOTES:

Twitch Integration Spawns:
The following spawns have been added to the list of commands to both help and hinder the player:
Help:
- Citizen [Gamestage 5+]
- Mechanical Dog [Gamestage 10+]
- Soldier [Gamestage 20+]
- Mechanical Wolf [Gamestage 40+]
- Commander [Gamestage 50+]
- Mechanical Lion [Gamestage 75+]
- Mechanical Bear [Gamestage 100+]
- Android [Gamestage 150+]
Hinder:
- Bandit [Gamestage 5+]
- Bandit Zombie [Gamestage 10+]
- Cloaked Snaked [Gamestage 20+]
- Burning Rabbit [Gamestage 20+]
- Titan Bully [Gamestage 25+]
- Cloaked Vulture [Gamestage 40+]
- Bandit Zombie (Feral) [Gamestage 40+]
- Titan Giant [Gamestage 50+]
- Battle Android [Gamestage 65+]
- Burn Android [Gamestage 100+]
- Shock Android [Gamestage 100+]
- Bandit Zombie (Rage) [Gamestage 100+]
- Titan Mammoth [Gamestage 100+]
- Bandit Zombie (Shock) [Gamestage 150+]
- Titan Goliath [Gamestage 150+]
- Titan Colossus [Gamestage 200+]

A new trader has been added to the world:
Black Shield Bandit Trader:
- The trader randomly spawns throughout the biomes
- A navigation marker will show up on the map, your compass and your screen when within 100 meters of the trader to help you find him
- The trader will hold more weapons, ammo, armor, schematics and tools
- The inventory refreshes every day
- Items will cost 20% less than at the Trader Network locations but the Better Barter perk will not apply.
- Items at the Black Shield Trader will be cheaper until tier 4 of Better Barter where prices will be the same and at level 5, be 5% more expensive
- The trader is available 24/7 and cannot be killed
- Currently will only buy and sell goods but will eventually carry Black Shield Bandit specific jobs
- Due to single player and multiplayer game behaviours not always matching (way the game was coded), here are some differences:
Single-Player: 
- the trader is stationary but will defend himself against zombies that target him (with attack animations)
Multi-Player:
- the trader will seek out surrounding zombies and attack them (with no attack animations)

The following can be found as part of the Trader Network's Trader's job listing:
Visit New Trader Location: [Community Request]
- New job with a low chance of appearing at Tiers 1 through 3 (percentage goes down as you go up in tiers)
- The objective is to visit another trader, in line with the theme of the mod (a network of traders)
- Allows you to find more traders early on rather than having to wait for the special jobs that show up as you move up in tiers

Steal Tech (Tiers 1 through 5):
- Part 1: 
- You are sent to a random POI
- Once you reach the marker, a number of bandits will attack
- You must clear the POI and retrieve a book from a hidden satchel
- Once retrieved, a number of Bandits will show up
- Once you turn in, the Trader will give you a map and will ask you to investigate
- Part 2:
- You are sent to the location marked on the map
- Once you reach the marker a number of zombies will attack
- Once the marker is activated, a dig location will appear and a number of Trader Network Soldiers will show up to help defend the area
- Over time, a number of bandits and zombies will show up to disrupt your digging
- When you find the buried chest, pick up the supplies and the Black Shield Backpack containing the Black Shield's Tech Blueprints
- Once the backpack is retrieved, more soldiers and bandits will show up
- Return the backpack to the trader for a reward

18-06-2021 EXPERIMENTAL RELEASE NOTES:

- Fixed invalid references for some jobs causing errors when attempting to get a reward from the traders for some jobs/challenges
- Updated rewards for all jobs/challenges to scale with the player's levels
- Fixed the look of bandits and citizens to be more human-like
- Removed parent folder from zip file as it was causing confusion when attempting to install the mod
- Removed .git files (unnecessary) to make the file size much smaller

11-06-2021 EXPERIMENTAL RELEASE NOTES:

The following can be purchased from the player vending machines at each trader location:

POI Reset:
- A note that can be used when standing close to a POI in order to reset it entirely.
- This can be useful when in need of specific resources (schematics, cement, cobblestone, etc)
Notes: This item is quite safe in multiplayer. A quest cannot be activated in a POI that had a bedroll. Make sure you have an active bedroll placed inside
your POI and nobody will be able to reset it
.

Black Shield Titans (Tiers 1 through 5):
You are sent to a random location where you have to fight one of the 5 Black Shield Titans with special abilities. Party up if possible.
- Tier 1: The Bully: doesn't have much in terms of armor. Watch out for the occasional knockdowns.
- Tier 2: The Giant: has leather armor which you can loot after the fight. It can shoot multiple arrows, make sure to dodge them.
- Tier 3: The Mammoth: has scrap armor which you can loot after the fight. It will shoot electrical darts, make sure to dodge them. It also has the
ability to knock you down at a certain distance and shock you.
- Tier 4: The Goliath: has iron armor  which you can loot after the fight. It will breathe fire. It also has the ability to knock you down at a certain
distance and burn you.
- Tier 5: The Colossus: has steel armor  which you can loot after the fight. It will fire rockets, make sure to dodge them. It also has the ability to
knock you down at a certain distance and cause explosive damage.
Notes: This challenge yields the possibility of receiving the POI Reset note as a loot item. The higher the tier, the higher the probability of finding it.


08-06-2021 EXPERIMENTAL RELEASE NOTES:

The following can be found as part of the Trader Network's Trader's job listing:


Protect (Tiers 1 through 5):

You are sent to a random POI which you have to protect with the help of the locals (in white).
- Tier 1: The Black Shield faction sends in some of their bandits (in red).
- Tier 2: The Black Shield faction sends in more of their bandits.
- Tier 3: The Black Shield faction experimented on some of their people and are sending them in along with their bandits.
- Tier 4: The Black Shield faction pushed their experiments even further. Expect stronger and faster mutated bandits.
- Tier 5: The Black Shield faction created a beserker mutation. Party up if you can.
Notes:
- you can loot the bandits (extra dukes, even when alive)
- you can loot the captains (even when alive) and they have a chance of dropping extra loot when they die
- you do not have to stay within the limits of the POI

03-06-2021 EXPERIMENTAL RELEASE NOTES:

The following can be purchased from the player vending machines at each trader location:

Ghosts (Parts 1 through 5):
- Through each part you get to unveil a storyline involving the Trader Network and one of its enemy factions, the Black Shield
- In parts 1 though 3, you are asked to track down and kill a series of cloaked mechanical prototypes that have mysteriously "escaped" from the Trader 
  Network's labs
- Parts 4 and 5 become more difficult as the Black Shield unleashes new types of mechanical prototypes
- In part 5, you fight alongside the Trader Network's new line of white prototypes to defeat the Black Shield's robots and their plan to kill the 
  entire colony
Notes: Spawns occur over time and are essentially queued. You should do your best to stay and fight. If you leave and are in single player, the
         game will not clear the spawn queue (bug that has been submitted) which will cause NullException errors when you go back in. The spawns
  will not occur, but the game will still attempt to action the queue until the queue is empty. Spawning usually lasts 6 minutes total. One way to
  clear the queue is to close the game

31-05-2021 STABLE RELEASE NOTES:

The following can be found as part of the Trader Network's Trader's job listing:

Hold and Fetch (Tiers 1 through 5):
- Phase 1: You are sent to a random POI which you have to clear
- Phase 2: Once cleared, waves of zombies will spawn and you must kill a number of them in order to activate each subsequent wave
- Phase 3: Fetch the Courier Satchel within the POI
- Phase 4: A large number of zombies will spawn and you can either stay and fight or run back to the trader like a little baby
- Phase 5: Get your reward from the trader you received the mission from
Notes: you do not have to stay within the limits of the POI

The following can be purchased from the player vending machines at each trader:

The Hunt (Tiers 1 through 5):
- Clear a number of mutant animals (current Vanilla set of animals with different skins and will retaliate)
- Each wave is triggered by killing a number of them
- The Trader Network supplies you with mechanical allies to assist you in your mission
- Tier 1: dogs that will regenerate your stamina if you stay close
- Tier 2: wolves that will regenerate your health if you stay close
- Tier 3: lions that will periodically burn nearby zombies and knockback foes in an area of effect
- Tier 4: bears that will periodically do explosive damage to nearby foes which will knock them down
- Tier 5: androids that will periodically shock nearby foes
- Allies will only have enough power for a few minutes
- Get your reward from any trader once the objectives have been met

Mini Horde (Tiers 1 through 5):
- Phase 1: You are sent to a random location to activate your mission. It is recommended that you build some sort of defenses
- Phase 2: Waves of zombies will spawn and you must kill a number of them in order to activate each subsequent wave
- Phase 3: A large number of zombies will spawn and you can either stay and fight or run back to the trader like a little baby
- Phase 4: Get you reward from any trader once the objectives have been met

Horde Training (Tiers 1 through 5 - experimental has been changed as per notes above and cause no exceptions):
- You are given a challenge that can be activated at any location. The idea is to test out your horde base against waves of zombies, see how
  well it holds
- Zombies will spawn over time, there are no special activations required for them to continue spawning
- There are no rewards for this challenge. It is purely meant to assist in you testing out your defenses or offensive abilities (should you wish to try this
  out in the open)
Notes: Spawns occur over time and are essentially queued. You should do your best to stay and fight. If you leave and are in single player, the
         game will not clear the spawn queue (bug that has been submitted) which will cause NullException errors when you go back in. The spawns
  will not occur, but the game will still attempt to action the queue until the queue is empty. Spawning usually lasts 6 minutes total. One way to
  clear the queue is to close the game
        Not much testing has been done in multiplayer. Feedback is welcome

Mechanical Allies (Tiers 1 through 5):
- The following allies can be purchased and spawned:
- Tier 1: dogs that will regenerate your stamina if you stay close
- Tier 2: wolves that will regenerate your health if you stay close
- Tier 3: lions that will periodically burn nearby zombies and knockback foes in an area of effect
- Tier 4: bears that will periodically do explosive damage to nearby foes which will knock them down
- Tier 5: androids that will periodically shock nearby foes
Notes: There are two types:
- a crate which can only be used in Single Player mode. They will not work in Multiplayer (game code limitations)
- a dispatcher which will work in both modes but cannot be accurately spawned like the crate. A green marker will show on your compass to
  indicate where the ally has spawned

Notes: These are prototypes and aren't very optimized. They rely on the core game AI which still has to be improved.
- Ally Function 1: attack nearby zombies and hostile animals
- Ally Function 2: follow player up to a certain point
The AI does not do very well inside a POI, but crates can be placed in single player as way to help defend in certain situation should you need
some assistance


Installation Instructions:

Multiplayer Server Install:
Copy the zz_Trader Network_MoreJobs folder into the \Mods folder of your 7DTD server folder
[Optional]Copy the zz_Trader Network_MoreJobs_Twitch folder into the \Mods folder of your 7DTD server folder
Note: all FuriousRamsaySpawnAllyNPCTierX lines in traders.xml have been commented out as these only work in single player

Single Player Local Installs:
Copy the zz_Trader Network_MoreJobs folder into the \Mods folder of your 7DTD game folder
[Optional]Copy the zz_Trader Network_MoreJobs_Twitch folder into the \Mods folder of your 7DTD server folder
Note: all qc_FuriousRamsaySpawnAllyNPCTierX (random spawns) lines in traders.xml have been commented out as these items
  aren't as good as FuriousRamsaySpawnAllyNPCTierX ones (placeable spawns)

Yellow warnings on the console can be ignored. Some references were added in order to support how Darkness Falls splitsthe trader's
inventories. They have no impact on the game when not found.


If you connect to servers who run this modlet, you do not have to do anything as this mod is server-side and will be loaded when you connect

Warning: Please back up your saved world and character before installing this mod. The game does not handle the removal of accepted or completed quests well and will reset your character should you decide to remove the mod after trying it out. This is unfortunately a known issue with how the game is currently designed and out of modder's control. Other issues could include spamming of NullExceptionErrors which would require you to use your backed up copy. One option is to leave the mod in and simply not make use of the additional challenges at the vending machines (which are pretty useless otherwise anyway). If you decide to not use the mod and wish to no longer have any references to the new jobs from the trader list, you can remove the following code from quests.xml:

Stable:
<append xpath="/quests/quest_list[@id='trader_quests']">
<quest id="quest_FuriousRamsayTier1_clearhold"/>
<quest id="quest_FuriousRamsayTier2_clearhold"/>
<quest id="quest_FuriousRamsayTier3_clearhold"/>
<quest id="quest_FuriousRamsayTier4_clearhold"/>
<quest id="quest_FuriousRamsayTier5_clearhold"/>
</append>

Experimental:

<append xpath="/quests/quest_list[@id='trader_quests']">
<quest id="quest_FuriousRamsayTier1_clearhold" prob="0.7"/>
<quest id="quest_FuriousRamsayTier2_clearhold" prob="0.7"/>
<quest id="quest_FuriousRamsayTier3_clearhold" prob="0.7"/>
<quest id="quest_FuriousRamsayTier4_clearhold" prob="0.7"/>
<quest id="quest_FuriousRamsayTier5_clearhold" prob="0.7"/>
<quest id="quest_FuriousRamsayTier1_Defend" prob="1"/>
<quest id="quest_FuriousRamsayTier2_Defend" prob="0.8"/>
<quest id="quest_FuriousRamsayTier3_Defend" prob="0.7"/>
<quest id="quest_FuriousRamsayTier4_Defend" prob="0.6"/>
<quest id="quest_FuriousRamsayTier5_Defend" prob="0.5"/>
<quest id="quest_FuriousRamsayFindNextTraderTier1" prob="0.5"/>
<quest id="quest_FuriousRamsayFindNextTraderTier2" prob="0.4"/>
<quest id="quest_FuriousRamsayFindNextTraderTier3" prob="0.3"/>
<quest id="quest_FuriousRamsayTier1_StealTech" prob="1"/>
<quest id="quest_FuriousRamsayTier2_StealTech" prob="0.8"/>
<quest id="quest_FuriousRamsayTier3_StealTech" prob="0.7"/>
<quest id="quest_FuriousRamsayTier4_StealTech" prob="0.7"/>
<quest id="quest_FuriousRamsayTier5_StealTech" prob="0.6"/>
</append>