> For the complete documentation index, see [llms.txt](https://lng.gitbook.io/lng-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://lng.gitbook.io/lng-docs/companion-mod/readme.md).

# Welcome

Welcome to the official documentation for the LNG Companion Mod and the Anzety Mod Hub! Here you will find all the necessary configuration guides, server setup instructions, and reference materials to get your systems running flawlessly.

Select a module from the cards below or use the sidebar to navigate through our complex configurations—from the base Drone Crate system to the Transmuter, KOTH, and Apex City.

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><h4><i class="fa-bolt">:bolt:</i></h4></td><td>config.json</td><td>Main Config</td><td></td><td></td><td><a href="/pages/9zJwApFz5tygdrEyjB9D">/pages/9zJwApFz5tygdrEyjB9D</a></td></tr><tr><td><h4><i class="fa-leaf">:leaf:</i></h4></td><td>Skins.json</td><td>Manages items,Guns and gear variants</td><td></td><td></td><td><a href="/pages/h61fmap922qdlRhOczhc">/pages/h61fmap922qdlRhOczhc</a></td></tr><tr><td><h4><i class="fa-globe-pointer">:globe-pointer:</i></h4></td><td> Trader.json</td><td>Auto selling zones setup</td><td></td><td></td><td><a href="/pages/VSAYPGVIk4t5WmG5bxrs">/pages/VSAYPGVIk4t5WmG5bxrs</a></td></tr><tr><td>TransmuterConfig.json</td><td>Gambling config</td><td></td><td></td><td></td><td><a href="/pages/wqwTUWv2LTEbbSBp6OSs">/pages/wqwTUWv2LTEbbSBp6OSs</a></td></tr><tr><td>KothConfig.json</td><td>Koth settings</td><td></td><td></td><td></td><td><a href="/pages/CCEAnoZR71yqttERIIUG">/pages/CCEAnoZR71yqttERIIUG</a></td></tr><tr><td>MissionTrial.json</td><td>Trial Of the Dragon settings</td><td></td><td></td><td></td><td><a href="/pages/mWWgXGrHV5Wl9DynNr5d">/pages/mWWgXGrHV5Wl9DynNr5d</a></td></tr><tr><td>CityConfig.json</td><td>Missions Config</td><td></td><td></td><td></td><td><a href="/pages/PsFzWLKt63SAPW5oEwSl">/pages/PsFzWLKt63SAPW5oEwSl</a></td></tr><tr><td>CityState.json</td><td>No need to edit</td><td></td><td></td><td></td><td><a href="/pages/JU2WmoEXcF4haj7bbRoM">/pages/JU2WmoEXcF4haj7bbRoM</a></td></tr><tr><td>MasterMissions.json</td><td>More missions</td><td></td><td></td><td></td><td><a href="/pages/UdmjhIn5YfnhC5DEnN0s">/pages/UdmjhIn5YfnhC5DEnN0s</a></td></tr></tbody></table>

## Features

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Fast Navigation links:

#### [🏙️ The Main Campaign: Apex City](#the-main-campaign-apex-city)

### [📻 The Dispatch System: Master Missions](#the-dispatch-system-master-missions-1)

#### [⚔️ The Progression Campaign: KOTH & Trials](#the-progression-campaign-koth-and-trials-1)

#### [🔄 The Reskinner System](#the-reskinner-system-1)

#### [🃏 The Transmuter (High-Stakes Gambling)](#the-transmuter-high-stakes-gambling-1)

#### [👼 The Second Chance Module (Guardian Angel)](#the-second-chance-module-guardian-angel-1)

#### [⚰️ Death Return System (Death point Respawn)](#death-return-system-death-point-respawn-1)

### 🏙️ The Main Campaign: Apex City

The LNG Companion Mod has evolved far beyond a simple drone system. It now includes a fully integrated, server-wide PvE campaign centered around Apex City. This isn't just a static zone with zombies; this system turns your server into a living, decaying ecosystem that players must actively fight to restore and maintain.

Here is a breakdown of the Apex City mechanics:

#### 💔 The Decaying Core & The Blocker

At the heart of the city lies the Core.

* Dynamic Decay: The city is constantly dying. Every few minutes (configurable), the city's "Core Health" drains. If players ignore the city, it falls back into ruin.
* The Blocker Cage: Server owners, can place a physical barricade using the config [here](/lng-docs/companion-mod/basics/profiles-lngcompanion-city-cityconfig-json.md) (e.g.,  `DNA_Lockout_Cage`) blocking access to a high-tier Loot Chest or a Special Trader. This cage will only disappear when the server works together to push the Core Health up to your defined threshold (e.g., 75 Health). If the health decays below that threshold, the cage returns!

#### 🏗️ Rebuilding The Infrastructure (Main Missions)

To heal the Core, players must physically rebuild the ruined structures around the city (like Radars, Pubs, Police Stations, and Clinics).

* Complex Logistics: Rebuilding isn't just pressing "F". Players must bring specific tools (Wrenches, Hammers, Screwdrivers) and massive amounts of construction materials (Planks, Metal Plates, Nails, Epoxy) which are consumed upon use.
* The Holdout Event: Starting a repair locks the player in an animation for a set duration (e.g., 120 seconds). This instantly triggers an alarm, spawning a massive, localized horde of custom creatures and bosses to stop them.
* Dynamic Scaling: The horde automatically scales based on the number of players nearby. If a whole squad shows up to defend the builder, the system multiplies the zombie count to ensure the challenge remains brutal.
* The Reward: Surviving the repair grants massive chunks of Core Health and drops specific loot payloads directly to the surviving players.

#### 📜 City Side-Hustles (Secondary Missions)

Players don't always need construction materials to help the city. The mod includes a dynamic Side-Mission system that grants extra Core Health and loot for completing localized tasks:

* Bounties: High-value targets. Players must track down and exterminate rogue bosses wandering the city limits.
* Deliveries: Supply runs. The city constantly needs resources. Players can deliver items ranging from basic Baked Beans and Blood Bags, all the way up to high-value Gold Bars to boost the Core Health.
* Farming: A unique capture system! Players can wrangle and deliver live animals (like Captured Cows) to the city to establish food lines.

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### 📻 The Dispatch System: Master Missions

***

The Master Missions system is a global event framework designed to create high-stakes points of interest (POIs) across your map. Unlike local city repairs, these missions are broadcast server-wide via the Dispatch Radio, drawing squads into intense PvE conflicts.

#### 📡 Automated Radio Broadcasts

The city doesn't just wait for help—it calls for it.

* Global Intel: Using the `DispatchRadioTitle` and `Interval` settings, the server automatically broadcasts encrypted signals to all players.
* Dynamic Notifications: Players will receive "Intel" prefixes on their HUD, alerting them to active sieges, outbreaks, or industrial sabotage events currently occurring in the world.

***

#### 🎮 Mission Archetypes

The Master Mission framework supports three distinct gameplay modes by default (Owners can create more missions anywhere using the valid settings), each requiring different strategies:

**1. ⚔️ The Siege (CLEAR Type)**

*Example: Apex Police Station Siege / Farm Reclaim*

* The Objective: Total extermination. Players must hunt down and kill a specific `KillCountRequired` of specific `TargetCreatures`.
* The Challenge: While hunting the targets, players are constantly harassed by secondary `WaveCreatures`. To win, you must push through the horde and eliminate the high-value targets (set in the config).

**2. 🏥 The Supply Run (DELIVER Type)**

*Example: Hospital Outbreak*

* The Objective: Resource injection. Players must gather a list of `RequiredItems` (Medical stims, bandages, etc.) and deliver them to a specific `TargetInteractClass` (set in the config).
* Hazards: These zones are often environmentally compromised. In the Hospital Outbreak, players must navigate Toxic ChemGas clouds while depositing supplies, making gas masks and NBC gear a mandatory requirement for success.

**3. 🛡️ Industrial Sabotage (DEFEND Type)**

*Example: Industrial Sabotage*

* The Objective: Point defense. Players must interact with a terminal or generator and hold the position for a set `DefendDurationSeconds` (e.g., 5 minutes).
* The Horde: The moment the defense begins, the `WaveCreatures` spawn at an aggressive `SpawnInterval`. If the squad is wiped or leaves the `TriggerRadius`, the mission fails.

***

#### 👾 AI Management & Escalation

Master Missions utilize a sophisticated AI controller to manage server performance while maintaining intensity:

* Max Active Caps: The `MaxActiveZombies` setting ensures the mission never spawns more AI than the server can handle, preventing lag.
* Boss Injection: Every mission has a chance to spawn `BossCreatures`  to break a squad's defensive line.
* Cooldowns: Once a mission is cleared, it enters a `TriggerCooldown` period, ensuring the map remains dynamic and loot isn't over-farmed in a single location.

#### 💰 Progression & The Loot Payload

Master Missions are the primary way to earn the highest-tier rewards in the mod:

* Core Health Injection: Every successful mission grants a `CoreHealthReward`. This is the fastest way for players to heal the city and remove the Blocker Cages guarding the high-tier traders.
* Weighted Loot Tables: Each mission features a `LootPayload` with precision RNG. You can configure guaranteed drops (`1.0` chance) for basic materials or ultra-rare rolls (`0.001` chance) for Legendary Companion Cards and unique weapon variants.

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### **⚔️ The Progression Campaign: KOTH & Trials**

***

The Companion Mod offers a massive, 40-mission tiered campaign designed to progress your drone from a basic starter tool to a 10-vault legendary powerhouse. This system utilizes King of the Hill (KOTH) and Trial of the Dragon missions to gate progression behind skill-based PvE milestones.

#### 📈 The Upgrade Loop: Storage & Expansion

The campaign is built on a "Step-Up" logic. Owners can configure the progression to fit their server's economy, but the default professional flow works as follows:

* Trials (Storage Optimization): Players undertake Trials to find "Storage Optimization Cards." These cards increase the capacity of an individual vault:
  * Level 0: 100 Slots (Starter)
  * Level 2: 300 Slots
  * Level 3: 1000 Slots (Max)
  * *Total:* 3 specific Trial "Slot Events" are required to fully max out a single vault's capacity.\
    \
    Find an override to the slots [here](https://lng.gitbook.io/lng-docs/help-center/) ( E.g., lvl 0 50 lvl 2 100 lvl 3 300)
* KOTH (Vault Unlocking): Once a vault is maxed or the player is ready to expand, a KOTH Expansion Event is triggered. Successfully holding the hill rewards the "Vault Expansion Module" (e.g., `LNG_Module_Vault_x2`), which physically unlocks the next available vault in the Drone UI.
* Owner Flexibility: You have total control. You can set KOTH to be the harder "Vault Unlocker" and Trials for the "Slots," or swap them entirely. You can even have both missions award the cards to keep players guessing. The system is designed to always track and give the player the *correct* mission for their current stage.

***

#### 🏆 40 Missions of Progression

The mod supports a deep campaign consisting of 10 Stages, with 4 missions per stage (1 Expansion + 3 Slot Upgrades), totaling 40 unique progression milestones.

> 💡 Note on Stage 0: Most server owners choose to ignore or skip Stage 0 in the config, as players typically start with Vault 0 or 1 already unlocked. The real journey begins with unlocking the remaining 9 vaults.

#### 💰 Normal KOTH: The Loot Grind

Not every mission has to be a life-or-death struggle for an upgrade. Owners can configure a "Normal Event" KOTH that is separate from the campaign stages.

* Loot & Rubles: These events act as repeatable "World Boss" moments that only reward high-tier weapons, magazines, and currency (e.g., `TraderPlus_Money_Ruble5000`).
* Farming POIs: This allows players who have already maxed their 10 vaults to stay engaged by competing for the richest loot drops on the map.

***

#### ⚠️ IMPORTANT: Free vs. Premium Progression

The LNG Companion Mod is a tiered system designed to allow server owners to monetize their own economies while supporting the developer.

* Free Version: Owners and players can fully unlock and max out Vault 1 (including all 3 storage upgrades) for free.
* Premium Unlock: To access the full 10-vault progression system (Vaults 2 through 10), a Vault Unlocking Key is required from the developer.
* Why? This ensures that the deep, 40-mission endgame remains a high-value asset. By obtaining the key, server owners can monetize the progression cards or vault unlocks within their own communities while helping sustain future development of the mod.

***

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## 🔄 The Reskinner System

***

The Companion includes a built-in Reskinner that acts as a massive quality-of-life upgrade for players who want to perfect their loadouts.

* Item Families: Inside the [`Skins.json`](/lng-docs/companion-mod/basics/profiles-lngcompanion-skins-json.md) file, you can group identical items with different textures (like a Green Spetsnaz Helmet, Black Spetsnaz Helmet, etc.) into a "Family."
* Instant Swapping: When a player acquires an item, they can use the Reskinner to seamlessly cycle through all other variants in that specific family, allowing them to match their camo to their environment without relying on RNG loot drops.
* Universal Mod Support: The system isn't limited to vanilla items. You can easily configure the Reskinner to support *any* clothing or weapon mod on the workshop.

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### 🃏 The Transmuter (High-Stakes Gambling)

The Companion features the Transmuter. This is a highly configurable RNG reward system driven by collectible cards.\
\
**Items and gun cards:**\
Common, Rare and **Legendary**\
to unlock an item or gun of any tier they will need to obtain 4 cards of the same tier\
(Eg., 4 Legendary cards unlock one  Legendary gun)<br>

* Collecting the Deck: Players can find exclusive Companion Cards (e.g., `LNG_Card_Gun_Legendary`) by completing high-level Master Missions, Trials, or looting elite bosses. (up to Admins)
* The Transmutation: To activate the machine, players must collect and insert a full set of 4 matching cards. The Transmuter consumes the deck and rolls against your custom weighted loot tables.
* The Ultimate Sink: You control the odds via the `TransmuterConfig.json`. You can create pools filled with standard items and throw in a `0.1%` chance to drop an ultra-rare weapon, giving players a constant endgame goal to grind for.

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### 👼 The Second Chance Module (Guardian Angel)

Death in DayZ is usually final, but the Companion introduces a literal lifesaver: the Second Chance Module.

* Physical Item: This is a physical, consumable item—not a passive buff. Admins have total control over the economy and can choose to distribute it via custom loot tables, Zenith Drops, high-tier KeyCrates, or as event rewards.
* Cheat Death: When a player carrying the module takes what would normally be lethal damage, the module automatically consumes itself to save their life.
* The Guardian Shield: Upon activation, the player is instantly healed to maximum health and granted a dynamic, 7-second decaying invulnerability shield. This brief window allows the player to reposition, push the enemy, or secure a tactical retreat.

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### ⚰️ Death Return System (Death point Respawn)

Running from the coast after a server event wipe can kill the momentum of your gameplay. The Companion includes a highly configurable Death Return feature to keep players in the action.

* Proximity Respawn: When a player dies, the Companion can facilitate a tactical respawn near their death location. Admins can configure the exact radius/distance so players spawn close enough to get back in the fight, but far enough away to prevent immediate spawn-camping.
* VIP Integration: For servers looking to add high-value perks to their monetization tiers, the Death Return system supports VIP routing. Admins can configure the system so that players with specific VIP roles bypass the radius check entirely and teleport straight to their exact death point (or their corpse) to immediately resume their raid or mission.

***


---

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