ExtraBiomeBounties
EpicLoot add-on: set how many bounties Haldor offers per biome (0 removes a biome, 2+ adds extra bounties with different targets). Server-synced config.
About this mod Author’s original text
Extra Biome Bounties
An add-on for Epic Loot that controls how many bounties Haldor offers for each biome.
EpicLoot normally offers exactly one bounty per unlocked biome. With this mod you can:
- Remove a biome's bounties (0)
- Keep EpicLoot's default (1)
- Add extra bounties for a biome (2 or more), each with a different target
Each player still gets their own board. The extra bounties are rolled per player and stay the same until the board refreshes. EpicLoot's normal unlock rules still apply: a biome only gets bounties once it is unlocked (boss gating) and discovered.
Configuration
BepInEx/config/txc.extrabiomebounties.cfg
[BountyCount]
Meadows = 1
BlackForest = 1
Swamp = 1
Mountain = 1
Plains = 1
Mistlands = 1
AshLands = 1
DeepNorth = 1
- Range 0-10. The number of bounties is capped by how many distinct targets adventuredata.json defines for that biome.
- Setting a biome to 0 only hides new offers. Bounties players have already accepted can still be completed and claimed.
- The config is admin-only and synced from the server.
Notes
- Every player and the server must have this mod (version-checked on connect).
- The mod only patches EpicLoot at runtime. It does not modify any EpicLoot files.
- If a future EpicLoot update changes the bounty code, the mod logs a warning and disables itself; the bounty board falls back to EpicLoot's default.
Changelog
- 1.0.0: First release. Built against EpicLoot 0.14.13.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: