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📜 BountyBoard

BountyBoard

Version 1.2.1 · all the mods · install it from Thunderstore (r2modman, Thunderstore Mod Manager) or the in-game mod manager (F7)

A buildable notice board with contracts the whole server works on together: hunt, clear out regions, slay starred creatures or bring in loot, and get paid in coins and materials that match how far you have got (bronze, iron, silver...). Harder contracts as you beat bosses, and a tracker you can keep on screen.

📸 Screenshots

The Bounty Board

The Bounty Board

The day's notices: hunts, clear-outs and fetch jobs

The day's notices: hunts, clear-outs and fetch jobs

🔍 How it works

A buildable notice board with contracts for the whole group, paid in coins and the materials of the stage you have reached.

How it works

  • Build it with the hammer at a workbench (Wood, Leather Scraps and Flint) and press E on it. Every board shows the same notices.
  • Five notices are posted each in-game day: hunt a number of one creature, clear out a region's creatures, slay starred ones, or bring in loot.
  • The whole server shares the contracts. The group can run three at a time, and a new one can only be taken when one is finished. Everyone's kills count towards them, and loot is handed in by whoever has it.
  • When a contract is finished, every player collects their own reward at a board.
  • The further you get, the harder it gets: each boss you beat opens the next region's creatures, and Hard and Brutal contracts (more to kill, better pay) show up more often.
  • Rewards are materials you will actually use, matched to progress: resin and flint early, then copper, tin and bronze after Eikthyr, iron after the Elder, silver after Bonemass, black metal after Moder, and on up to Ashlands metals. Coins come too.
  • Finished contracts raise the group's rank (Newcomers up to Legends), which adds a bonus to every reward.
  • A switch in the board's menu shows the running contracts and their progress on your screen, so you can hunt with them in mind.
  • It has its own hand-made look: a gabled roof, a horned skull, a hanging rune sign, pinned notices, a lantern and a bell.

The contracts are kept by the host's game, so BountyBoard has to be installed on the host too.

⌨️ Keys

Key What it does
E at a Bounty Board Read the day's notices, take a contract, hand one in

⚙️ Settings

In BepInEx/config/com.quad.bountyboard.cfg (made the first time the game runs with the mod).

Contracts

Setting Default What it does
MostAtOnce 3 How many contracts the group can have going at once. A new one can only be taken when one is finished. In multiplayer the server's value applies.
RewardPercent 100 Pay as a percentage of the standard rate (50 = half, 200 = double). In multiplayer the server's value applies.

Notices

Setting Default What it does
DaysBetweenNewNotices 1 How many in-game days before the board posts new notices. In multiplayer the server's value applies.
NoticesPerBoard 5 How many notices are posted. In multiplayer the server's value applies.

Tracker

Setting Default What it does
ShowOnScreen false Show the group's contracts and their progress on your screen (also a switch in the board's menu).
X 14 Distance from the left edge of the screen (UI pixels).
Y 330 Distance from the top of the screen (UI pixels).
Scale 1 Size of the tracker.

👥 Playing together

Everyone in the world needs it, the host above all. It adds a new build piece. Restart the game after updating so it registers cleanly.

🤖 Made with AI

Made with the help of Claude (Anthropic), with Claude Code: designed, written and checked together, and tried in the game.

📜 Changes

  • 1.2.1 A new id, com.quad.bountyboard (it was com.dhack.bountyboard): your settings move over by themselves the first time it starts, and the old settings file is kept as a backup. Restart the game after this update. If an old copy is still installed beside it, this one stands down and says which file to delete, so the two never both run. The DLL now says it was made with AI, as Thunderstore asks.
  • 1.2.0 Fix: a finished contract's reward could be collected again and again with new characters. The host now goes by who is actually playing on each connection (not what the message says) and pays only the characters that worked on a contract (took it, made a kill for it or handed loot in) or were playing when it was finished. (Contracts finished before this update can still be collected as before.) In multiplayer the host's notice and contract settings now apply on everyone's screen too. The menu and tracker use the game's fonts, and a problem drawing the board's look can no longer stop it being registered.
  • Fix: after a fresh game start the board was not registered until the mods were reloaded, so the game deleted any it found standing in the world. It is now registered as the world loads. Ones already lost can't be brought back; build them again. Fix: kills by any player now count in multiplayer (before, a kill only counted when the killer's own game was handling that creature). Fix: hosting a different world without restarting the game no longer carries the last world's contracts over and overwrites the new one's. Contracts are now kept by the world's id, so two worlds with the same name no longer share them (your existing contracts carry over).
  • The sign on the board now reads BOUNTIES in gold carved letters (the old marks sat too close to the board and partly disappeared). Restart the game to see it on boards already built.
  • The on-screen tracker is easier to read: taller progress bars with a larger, outlined 3/6, bigger text and more room between contracts.
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