7 days to die gnamod, 7 days to die overhaul mods

Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either.

Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to as Gnamod Core and is the foundation for nearly all Gnamod versions since A17. The only exception is UI, which is known as Gnamod CoreUI and forms the foundation for all UI modifications for Gnamod but is also available as a stand-alone release (Gnamod UI).

Gnamod is aimed at any player that finds the vanilla game lacking and is seeking more of a challenge in all aspects of the game. It brings back the survival aspect and offers a slower pacing than the vanilla game. The aim is a challenging but also fair gameplay experience where you will have to fight and be smart to earn your place in the world. The zombies are far more relentless, looting a lot more challenging and the world is more interesting.

Gnamod is a complete overhaul of the game, which means every aspect of it is altered in some way or will be in future versions of the mod. Gnamod is also continually being worked on and new content is being added. Since A17 introduced xpath there no longer is a need to redo work when a new alpha is released. This means Gnamod will continue to grow along with the game.

Mod Overview

Mod Structure

Gnamod is build around two Core mods, Gnamod Core and Gnamod CoreUI. Core is the main mod that houses nearly all changes required to overhaul the vanilla game. CoreUI is the same for all the UI changes required for Gnamod. By this design the other versions are just modlets designed to specifically alter or activate certain stuff within Gnamod and thus are dependent on the Core mod to function.

Terms of Use

This section applies to all mods released by the mod-author under the name of Gnamod. Any such mod will always start its name with Gnamod, such as Gnamod Core, Gnamod Horde Mode etc.

Assets found in the Gnamod.unity3d contain the work of The Fun Pimps, myself, work from other authors listed under Included Work and used Unity packages, therefore it is not allowed to re-use this in any way without permission from the mod-author and/or the original author(s) of the content.

Gnamod is free to play by whoever owns 7 Days to Die. This includes running it on a private or rented server and hosting a game for friends. Users of Gnamod are also free to tailor their experience to their needs by altering the XML files. When hosting a server or game with such altered contents, it is required to notify users that an altered version of Gnamod is being used.

Users are free to borrow ideas that are unique to Gnamod in their own locally used mods or hosted games for friends. When using ideas unique to Gnamod in a mod that will be released to the public you are required to see permission of the mod-author. It is good practice to credit the mod-author and reference Gnamod in the mod’s documentation and advertisement in this case.

Users are not allowed to take the code from this mod to add to another mod in any way without asking the mod-author explicit permission for it. This applies for taking (parts of) the code, XML or assets as well as altered versions of these. Gnamod is intended to use as is and not to be broken down or redistributed in altered form. This includes adding any part of Gnamod into any kind of overhaul mod or mod collection pack.

Due to the nature of Gnamod, the Core mod will likely not be compatible with any kind of modlet and the CoreUI mod will likely not be compatible with any modlet that alters the UI in any way. It is up to modlet authors to facilitate compatibility with Gnamod if they so incline. Bugs and issues that occur because of the use of other mods will not be resolved by the mod-author. It is of course allowed to design modlets that enhance Gnamod. Such modlets should be named in such a way they always load after the Gnamod Core mod.

The Fun Pimps are ultimately the true owners of this mod as it only works with their game and is only possible because they support the modding community of their game.

Gnamod Core

The Core mod is designed in such a way that when possible it adds new content into the game rather than replacing existing content. This way it is less dependent on changes made during the alpha development of the game and whims of its developers. The Core mostly relies on XML alterations and the addition of content through a single Unity package. In the future the Core may also include code scripts when this becomes supported by the game or some feature can no longer be added without it.

The Core also functions as a standalone mod, only requiring Gnamod CoreUI to function that is developed in conjunction with it. It strives to stay as close to the vanilla experience of the game. This means it will have all elements of it: Looting, Building, Zombie Hordes, Survival, Exploration and Mining. The goal is to create an as realistic as possible survival experience while also challenging players with zombies and deadly wildlife. Another goal is to expand upon the existing game including: Adding more items, blocks, zombie and animal appearances, trees, world props, plants, block shapes, traps and weapons.


Zombie and Animal Skins

For many Zombies and Animals new skins are added into the mix, this includes work done by Mumpfy. This is an ongoing process where new skins are added when available. The system is designed in such a way new skins can be added easily in ongoing development.

Zombie and Animal Randomization

Zombies and Animals in Gnamod have their stats randomized, this includes HP, Speed, Damage, Size, Walktype and Appearance. This makes zombies challenging and interesting as you never really known beforehand what you are dealing with.

Zombie Groups and Classes

The following groups exist: World, Sleeper, Horde, Bloodmoon, Radiated and Radsleeper. Groups are super types that dictate the zombie’s final power and where they will be encountered. Then there are zombie classes, which dictate their behavior and some of their distinct behavior. The following classes exist: Dasher, Mook, Grunt, Average, Strong, Climber, Puker, Feral, Boss, Volatile and Bomber.

Animal Behavior Templates

There are templates that animals can extend from giving them a certain behavior. Currently there is Timid, Weary, Neutral, Dangerous, Hostile and Undead. Timid animals will never fight, Weary animals have heightened senses and will not fight unless cornered, Neutral animals will mostly move away if you get close but engage when they are threatened, Dangerous animals have lowered senses but will always engage when something gets in their sights, Hostile animals have heightened senses and actively engage. Undead animals are considered zombies and will only attack the player or other non-zombie animals, they will never give up pursuit.

Overhauled Spawning

Gamestaging, Biome Spawns, Wandering Hordes, Sleepers and Bloodmoons have all been redone for Gnamod. You will find more zombies during the day and a lot more during the nights. Each biome has its spawning tailored to it. Wandering Hordes are staged, which means they come in waves and not all at once, waves can include animals so you may see wolves being chased by zombies etc. Bloodmoons have more interesting waves and animal waves in between to spice things up. Early gamestages the hordes are relatively small, but they will pick up when your gamestage rises.

Resource Overhaul

Gnamod completely overhauls the raw and manufactured resource system and only keeps a small fraction of the actual vanilla items in place. Some items are just Gnamod copies of the items while most are actual new items added to the game. Gnamod distinguishes resource categories: Mineral (Ores, Soil and Stone), Harvest (Items that you mainly harvest from animals or the world), Junk (Items you loot and have no use other than selling or scrapping), Resource (Items you loot, manufacture or harvest from human made items such as cars), Material (Items used for construction) and Component (Items that are part of weapon or ammo recipes). Gnamod adds well over 130+ items, some which replace a vanilla counterpart, but most are new. Gnamod adds (new) ores such as Copper, Zinc, Lead, Iron, Silver, Gold, Coal, Niter and Shale. Some are not yet available to mine, but others will spawn underground in special nodes you will have to find the old-fashioned way.

Workstation Overhaul

Workstations have had changes, most notably the Forge is no longer being used as is and replaced by the Smelter. The Smelter does not melt materials in it, but instead works like other workstations with recipes turning materials in your inventory into other items. All metals can be turned into a Forged (Ingot) variant which can then be further processed at the Smelter into other items. Each workstation has a basic variation and a more advanced variation that can also handle the basic work. Nearly everything can be a tool for these workstations and thus its vital to check for tool requirements along with other requirements before crafting. In the future this system will be expanded upon to add a lot more specialty tools to craft certain more advanced items.


Gnamod does away with Frames, instead there are Blueprint blocks in nearly 100 shapes available for 11 different materials. Blueprints appear as blue translucent blocks, support no weight and can be walked through. They are upgraded by using the right tool and material. Materials have different properties and the shape will determine the final strength and support glue of a block. Stone materials have more HP but a lower hardness and explosion resistance than the metal blocks which have 2 stages of upgrade while stone walls need to dry. The following materials exist (in order of strength): Scrapwood, Platedwood, Flagstone, Scrapmetal, Brick, Iron, Granite, Steel, Concrete, Stainless and Hardcrete.

New Paintable Shapes

In addition to Blueprints Gnamod also has additional paintable shapes that do not exist in vanilla. Most prominent is a set of Pallisade blocks that can be crafted early game to build fortifications with. There is also the Porcupine trap shape that acts like the Log spikes from A16 but with more nasty spikes. More (currently missing) shapes will be added in the future.

7 days to die gnamod additional screenshot 1

No Magic Upgrades

Most upgrades and repairing have been removed from POI blocks (vanilla blocks not craftable by the player in Gnamod). This means POIs are mostly just a temporary base until you have enough material to build your own structure. Certain repairs or upgrades will be added in future versions so some POIs can be upgraded to a base.

Overhauled Vanilla Biomes

All existing biomes have been redone in a more Gnamod style. Since A18 custom biomes cannot be done properly with XML only because of the Microsplat feature. So instead the 5 still existing biomes have been restyled to fit the Gnamod world. The forest is now home to the Gnamod Connifer forest, the burnt biome houses the Gnamod Fields biome, the desert, snow and wasteland have been redone in Gnamod style as well. Biomes appear in rings on the world with the Wasteland in the center, Snow around it followed by the Forest, Fields and then Desert.

7 days to die gnamod additional screenshot 2

Unlocked Map Sizes

The RWG advanced generation allows to generate maps from 1k to 16k in increments of 512. Maps smaller than 2k are not recommended and odd sizes may yield weird worlds for as long as Gnamod still uses the vanilla stamp method for generation.

Looting Overhaul

Looting has completely been overhauled bring back the system of how loot worked in A16. This means that loot quality only slightly scales with the Gamestage while loot quantity goes up as Gamestage rises. This mostly is due to decreases in probability to find nothing or default loot (usually trash) in most containers. So overall while Gamestage rises so does the chance to find something or more items in containers go up. This is greatly dependant on the type of container, special loot ones will mostly remain similar over the course of a game while the more common containers will see more noticeable increases.

More Lootable Stuff

A lot of stuff that is not lootable in the vanilla game has been made lootable in Gnamod. This includes opened containers as well as certain items that looked lootable but where not.

Trader Inventory Changes

The trader inventories have changed so they can sell Gnamod items. They refresh loot daily. The player vending machines also sell some stuff daily so check those out as well.


Gnamod comes with 5000 new dyes to find and use. These dyes cover the whole spectrum of colors so it will be hard to find two copies of the same color.

Trader Overhaul

Traders and their stocks have been overhauled. Each trader has specialized stock now. Their compounds have been overhauled and no longer are immune to damage.

Economics Overhaul

The game’s entire economics has been overhauled, prices are based on their components to craft and value in the game. Previously existing exploits have been cleared away.

Updated Quests

Quest rewards have been altered to fit the Gnamod style and there are generally more choices available from the start, but you get less money for each completed quest. Reward choices offer cash sometimes and higher tier quests offer more choice variety.

Early Game

Rebalanced the early game for looting. First 5 gamestages have access to a special starter lootgroup that offers basic stuff needed to get started. This is my way of handing out some basics while keeping it random.


Lucky Looter no longer offers a flat bonus to loot gamestage, it can only increase as much as the player’s current level. Added a new perk: Bring it On, which increases all gamestage to increase challenge but also increased looting.

Multi-Use Items

Gnamod now has items with multiple uses, currently available as Rations and First Aid Kits. These work from the toolbar only but can be used until their durability runs out. The higher the quality the more uses they have.

Gnamod Horde Mode

Gnamod Horde Mode is the full on Arcade version of Gnamod where it all resolves around tower defense. In this mode you will spawn near a machine called ‘Beacon’ that is your only route of escape, or so your poor character thinks. It sends out smoke signals and acts as a radio beacon for airplanes to drop supplies. It also attracts zombies, they just cannot resist punching it. Sadly for you the machine has an unstable nuclear core and to much zombie punches will make it explode and likely take you and your base with it.

The beacon comes with supply caches where you can exchange currency into supplies and equipment. The secret stash contains supplies that are changed daily. Increase your skill in bartering and intelligence to access the better stock and better prices.

Be aware for the first horde that arrives around 2 PM (12 AM on servers). Surround your Beacon with walls, traps and mines and make sure to equip yourself with the best your money can buy. Zombies will drop bags that contain more currency, so keep killing for more supplies.

Horde Mode currently comes with three maps (Easy, Normal, Tough). The Tough map features the Boss Mode POI made by Like A Boss during alpha 17 with some alterations to make if fit with the rest. This POI features sleepers so you will need to fight off enemies right away.


  • Arcade Mode with Beacon to defend.
  • Buy supplies from vendors in the Beacon. Store your stuff in the drawers of the Beacon.
  • Zombies drop money instead of loot.
  • Zombies can see further out and through walls, you cannot hide from the zombies.
  • Progressively harder for each day passed as well as gamestaged.

Notes & Tips

  • There are supplies to be found in both the standard tabs as well as the secret stash. Check each of the vendors (3 on each side with their own customized stock). To progress in Horde Mode you will eventually need to invest in Better Barter to unlock better stashes that contain the best materials.
  • Horde Mode is resource intensive despite Haidrgna’s best efforts. If you run into perfomance issues you may want to consider reducing settings even if the vanilla game runs fine.
  • The command ‘gfx pp enable 0’ will turn off all post processing and can help reduce the load. The mem or memcl (for clients) can free up some memory by calling the garbage collector.
  • You can set Bloodmoon hordes to daily for a different kind of experience.

Gnamod Survival

Important: Survival is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.

Gnamod Survival will be more true to the survival type of gameplay that was before part of Gnamod and Necropolis. This means that loot will be more scarce, gameplay is more focused on survival and less on the base defense part of the game. Construction in this mod will be more limited and getting a steady supply of food and water will be harder. In a sense this mode will focusing more in realism than on arcade like some of the other mods.

This mod is currently planned to be added, but is dependent on features to be implemented in Gnamod Core first:

  • Loot overhaul Gnamod Style.
  • Item overhaul.
  • Block overhaul.
  • Recipe overhaul.
  • Biome overhaul.

Gnamod Necropolis

Important: Necropolis is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.

Gnamod Necropolis will come back to the game but is very dependent on a lot of system that will be implemented in Core and Survival to work as well as POI work. Haidrgna have great plans for this to come back and will be using a system of world generation he is developing himself. For this a lot of POIs need to be build that requires a community effort.

This here is also a call to those interested in joining and helping to build POIs for Gnamod and Necropolis.

The following screenshots are of a prototype city that Haidrgna has been working on, which comes included in the 0.4.1 version of Gnamod Core.

Gnamod Nomadic

Important: Nomadic is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.

Since the 7DTD world generation changed drastically and the world sizes have been limited this mode is likely not to return before A18 is out. Haidrgna really liked this mode but the small worlds and not working GoTo quest objectives have put off development on it for now.


Gnamod has just been updated to and is fully compatible with 19.5 and Twitch Integration now for all those brave souls that find it to easy. You will find the mod on the usual download link and in the Mod Launcher. It may still show outdated data on the Mod Launcher for a bit but it should download this version on either branches, but it is recommended to play on Stable for long term games.

It should be possible to update an existing game, but it is wise to backup before doing so. Haidrgna has posted the release notes below, you can also find them in the download link folder. Good luck survivors.


Gnamod 0.8.3 is an update to fit in between the development towards 0.9 and keeping the mod working on 19.5. A lot of stuff that could be ported backwards from the 0.9 version in development will be in here as well as some fixes and stuff that he has done specifically for this update. It is aimed to be one of the final versions of Gnamod for A19 as the 0.9 update is targeted to release with A20 or somewhere after it becoming stable (depending on the amount of rework needed for it). He has also added a 4th version number for patches. There is a chance of a 0.8.4 version coming as well, but that will mainly focus on the UI changes that are also needed for 0.9 that should be compatible with 19.5.


  • Fixed: Crates sometimes spawning a new crate or nothing.
  • Fixed: Placeholders for sheet fences and wild west coffins now work.
  • Fixed: Walloven (the red ones) now uses the correct lootgroup.
  • Fixed: Gaspumps no longer sink into the ground and no longer have a car model as explosion.
  • Fixed: Couches and Sofa’s now properly give scraps again when harvested and occasionally a full material (leather or cloth).
  • Fixed: All shoe piles are lootable now.
  • Fixed: Certain animals such as Zombie Dogs were getting stuck in walls, they will now properly try to wreck your base if they cannot path to you.
  • Fixed: Pricing of turret ammo does not break the economy anymore.
  • Fixed: Throwable items like rocks now cause a distraction reaction from zombies again.
  • Fixed: Special arrows cannot be opened anymore for no effect. They will not have the option.
  • Fixed: Display of food/water from edible items use a new group that should work for all items Gnamod affects currently. Also fixed a display issue in boiled water cans.
  • Fixed: Water and Snow items are now working as intended when eaten, giving food and a chance to get dysentery.
  • Fixed: Reduced max range of treasure quests to prevent an index out of range error.
  • Fixed: Icon for coffee beans now not being the same as coffee seeds.
  • Added: More lootable blocks now degrade into empty variants of their model on looting them. This includes Freezers, Gunstore racks, Cloth Racks and more.
  • Added: Pallet blocks such as the blue tarp or cement bags now show what they are and give on harvest via a display text.
  • Added: Support for Twitch integration using Gnamod zombies, loot tables etc. The balance is still mostly vanilla, any feedback on pricing etc is welcome.
  • Added: Ammo type icon to ammo items and specific type icons to canned goods to show if they need a can-opener or can be opened right away or are already open.
  • Added: 33 new loading tips to help plays with Gnamod and the concepts that seemed the most confusing to new players. Some tips are adapted from the base game and those are no longer displayed. Feedback on the tips or suggestions for new ones is welcome.
  • Added: Localization for all Zombies and Animals to show their simple name. Zombies with special abilities will have this reflected in their name.
  • Added: Electric traps can now be obtained through looting.
  • Added: Some new UI Icons for canned goods.
  • Changed: Blocks now upgrade to the blueprint version of the same shape of the next level of material. This requires a blueprint to upgrade; any upgrade tool can do this upgrade. The new blueprint does not offer support, so it can collapse a structure.
  • Changed: Recipes using building materials (such as Platedwood + Nails) are now using the individual pieces in the recipe to remove the extra step of needing to make it first. Repair of blocks also changed to match this change.
  • Changed: Drawbridge now is only 1 block deep making it easier to use and place. It will need to be placed on properly supported blocks or it will fall.
  • Changed: Puke now passes through any blocks that also allow bullets/arrows to pass through such as bars. Puke now applies its effect as a stack and only direct hits add the most effect and can ragdoll the player. Multiple hits stack and worsen the effect. Drinks can be used to reduce the number of stacks.
  • Changed: Mine overhaul makes them more dependent on difficulty. The lower the difficulty the more time before a mine detonates, stronger mines detonate faster. Mines deal less extreme damage to players but still good damage to zombies and animals. Proper protection and full health should keep one safe from a blast at point blank. Mines can give buffs now, like sprain/broken leg and concussion. Cooking pot mines now explode like molotovs. Recipes are made less expensive.
  • Changed: Trader prices are extreme at night now to reflect that they are closed. You also get no experience while being within the trader’s influence at night.
  • Changed: Destroyed containers now drop a piece of trash rather than a purse. This will last for 30 seconds, so if you want to salvage loot from broken containers you will need to be fast. Protect your containers in your base!
  • Changed: Scouts are no longer limited to Anna and Axel (Screamer/Spider), but any zombie can be a scout. You will never really know and thus scout hordes will feel more natural rather than a bunch of the same zombies showing up each time.
  • Changed: Unified the upgrade tools working, they all repair 100 damage per hit and all require the same amount of hits for upgrade, but speed per hit goes up for the better tools. So nailguns will make a lot more hits in the same time. This way upgrade hits still matter and repairing is not instant but takes effort to fully repair a block.
  • Changed: Bandages now heal 10 HP, Medical Cream 20 and First Aid Bandages 30. They do not give XP for use anymore.
  • Changed: Re-localized in English many lootable blocks to reflect that they are lootable now and not empty or have a long name. Many blocks will have simple names like Boxes, Trashcan, Freezer etc.
  • Changed: Bloodbags are no longer lootable or tradeable and are no longer part of any recipe.
  • Changed: Infiltrator now allows picking up mines each level, unlocking more pickable mines each time.
  • Changed: New localized offer for the Trader Advert quest.
  • Changed: Blunderbuss now uses Glue and Sawed Wood in its recipe.
  • Changed: Fortbites now uses Testosterone Extract to make.
  • Changed: Worktable now needs 50 Sawed Wood instead of 200 Scrap Wood to make.
  • Changed: Vending Machines now sell unopened cans of water as they can be opened without a can opener now.
  • Balance: Reduced amount of working vehicles spawning in the world slightly.
  • Balance: Reduced number of intact ruins in the snow biome significantly.
  • Balance: Reduced ore gain from vanilla ore blocks.
  • Balance: Reduced amount of feathers from harvest in world and animals to reflect other changes. You need less feathers for most stuff now so they can be rarer.
  • Balance: Altered Bloodmoons to be gentler on the very low gamestages and rack up to more extremes on higher ones. Trickle zombies increased in numbers, so you always have action all night.
  • Balance: Rebalanced the chance of dysentery for raw vegetables/fruit items. The minimal chance is now 5%.
  • Balance: Honeycombs now cure 3% infection. They did 2.5, but that never displayed properly.
  • Balance: Reduced the amount of building material drops, they were way to common and in too large quantities given in certain containers.
  • Balance: Trader rewards are now tied to tier more, where higher tier quests have better chance of being higher in quality and quantity or better items. Quests always offer a choice of money or other items and the amount of choices increases with tier.
  • Balance: Reduced the amount of Armor in loot and the chances to get a whole set have been reduced as well. Getting full armor was way to easy with just looting. As long as there is limited amount of armor/clothes available in the mod this will remain.
  • Balance: Removed feathers from book loot and made paper more common in bookshelves. Bookshelves that are lootable should be more common as well.
  • Balance: Cooking pots are a bit more common; hammers are a bit rarer.
  • Balance: A lot of changes to loot balance that affect the final feel of the mod’s looting and how it is determined to prepare for 0.9 with weapon parts being added into the mix.
  • Balance: Many containers are now by default not affected by Loot Abundance, only a handful still are where it is not a huge problem. The way Gnamod’s loot is setup makes any setting of loot abundance above 100 break the balance severely as there already is a chance to get much more loot in containers build in.
  • Balance: Palisade blocks now use 2 sticks to make in addition to the other items.


  • Fixed: Nav icons for Twitch Zombies, Backpacks and Spears no longer have a minimum range so always show.
  • Changed: Location of the Gnamod UI logo to the left so it does not interfere with the version number.
  • Changed: Localization for loot containers and interactable items has been improved with color coding to show the state of something (Green untouched/locked, blue touched, red empty).
  • Added: Target Bar to display names of zombies that is always active.
  • Added: New modlet to enable a health bar in the UI instead of just a name. This modlet is disabled by default.

Horde Mode

  • Fixed: Horde Mode buffs and display messages are now localized.
  • Changed: Beacon no longer applies the Shocked buff to zombies, but instead tags them with a simple shock effect that deals only minor damage. It will serve as a warning to you, but not kill off zombies for you.


Manuel Installation

  • A. Navigate to the game’s base folder:(~\Steam\steamapps\common\7 Days to Die).
  • B. Extract the contents of the zip file(s) directly into the game’s base folder.
  • C. Make sure the entire contents of each zip you install goes into the base folder.
  • D. Start the game, if you done it correctly a you will see the Gnamod logo in the main menu.

Mod Launcher Installation

  • A. Download the Mod Launcher from Sphereii.
  • B. Install the Mod Launcher following the instructions.
  • C. Find the tab for Gnamod, open it, select a version and use Install Game Copy.
  • D. Use Pre-Sync to download the mod and then Play Mod to start.

Want more Gnamod, find other players or know what is cooking: Join the Discord Channel!

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The forum topic of the mod is here.

Credits: Haidrgna

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2 thoughts on “Gnamod

  1. so im very interested in trying this overhaul out i think i followed the steps correctly…. when i launch the game i see the gnamod logo but when i start a world the script function appears and says failed or skipped then the game does not load. With the data folder am i to replace the existing data folder or am i to copy whats in your data folder into the existing folder? and can i run other mods with the mods that come with your download? thank you

  2. Great mod, but you have too many land mines spawning randomly in the grass. When I am running from a horde I can’t watch out for these. Plus if i ever get on wheels I will be blasted constantly. Let me know if you get rid of the random land mines and I will try again. I also saw strange boxes around all the trader entry ways.

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