Bulletpies · wiki
Hazard Pay icon

Hazard Pay

The wandering trader has noticed how many of him you have killed

BuiltNeoForge1.21.1
Status
Tiers 1-9 play and are playtested; the tier-10 boss is not built
Mod loader
NeoForge
Minecraft
1.21.1
Who installs it
Everyone on the server needs it

What it is

The wandering trader is the most murdered character in Minecraft. This mod makes him notice. Every trader who dies at anyone's hands brings the next one back better protected: more llamas, then armour, then a mounted crossbowman riding at the head of the caravan. Nothing is explained to you, because nothing needs to be: you see six llamas and an armed escort and you already know exactly what you did.

The first one dies the way they always die, and you do not think about it. Two worlds' worth of habit later you are standing at the edge of a hill watching a train of nine llamas come over the ridge behind a man in plate armour with a scar on his face, and one of the llamas has a crossbowman sitting on it. He still wants to sell you a bucket of tropical fish. When you eventually set one on fire, the whole caravan breaks formation at once and turns around, and you find out that llamas can spit further than you can run.

👥 Playing with friends

One counter for the whole world, so your friend's trader kills escalate the traders you meet.

⚠️ Before you install

  • The tier is shared by everyone on the server, and there is no in-game way for a normal player to lower it.
  • The tier-10 boss and the promised shutdown of trader spawns are not implemented. Do not plan a world around them.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Find a wandering trader and count his llamas. Two means nothing has happened in this world yet.
  2. Kill him. Any way you like. A fall, a lava pit or a trap you set an hour ago all count the same.
  3. Wait for the next trader. He arrives with three llamas.
  4. Keep going. At four kills the caravan turns up with a mounted crossbow guard who will not shoot until provoked.
  5. Set one on fire and watch who the llamas decide to blame.
  6. Let one leave alive for once, and see how far up the ladder you already are.

How it works

The ladder

The whole escalation is one formula: llamas equal the tier plus one. Tier 1 is untouched vanilla with its usual two llamas. Every trader death moves the world up one tier, to a maximum of ten. Tier 3 brings armour, tier 4 brings a guard, tier 7 brings heavier armour and a second guard, and tier 9 arrives with ten llamas.

Tip: Tier 1 is byte-for-byte vanilla. The mod is invisible until somebody kills somebody.

What counts as a kill

Any death of a wandering trader that was not inflicted by a mob. Your sword counts. So do lava, fire, flint and steel, falling, drowning, suffocation, cactus and a trap set an hour earlier by anyone at all. A trader killed by a zombie, a husk or a pillager patrol is free and moves nothing. Without that exclusion the tiers would climb overnight while you were asleep and the escalation would stop reading as a consequence of anything you did. A trader who simply despawns is not a death.

Tip: Blame is blunt on purpose. It needs to feel right, not survive cross-examination.

The caravan

Exactly two llamas are ever leashed to the trader. The rest chain themselves onto those two using ordinary vanilla llama caravan behaviour, so a tier-9 escort assembles itself into a train snaking over a hill rather than a blob orbiting a man. Vanilla's caravan chain tops out at eight links, and tier 9 sits exactly on that limit. Strays that wander more than ten blocks off are quietly pathed back toward the trader once a second, because a llama that drifts past nine blocks can never rejoin on its own.

Tip: Two leashes at every tier, so the leash rendering never becomes clutter.

The burning rule

From tier 2 onward, the moment the trader catches fire his llamas turn on the nearest player within sixteen blocks, and if nobody is that close, on the last player seen within thirty-two blocks in the previous minute, which is the trap-and-step-back case. Vanilla llamas only ever retaliate against something that hit the trader directly, so lava and flint and steel had no attacker to blame. That gap is exactly the one players actually use.

Tip: This can absolutely blame a bystander who walked past a lava lake. That is kept deliberately.

Armour that means something

From tier 3 the trader wears a different texture and gains real statistics to match: extra health, armour and armour toughness that grow with each tier, plus knockback resistance so he cannot be shoved into his own death. He is explicitly not given fire resistance, because burning is the interesting failure case and the whole burning rule exists to answer it. A test asserts that a trader can never look armoured without actually being armoured.

The Guild Guard

From tier 4 a crossbow guard rides one of the two leashed llamas at the head of the train; tier 7 adds a second on another llama. He is passive until provoked (he shoots if the trader is attacked, if the trader catches fire, or if he is shot at himself), because a caravan that opened fire on sight would make every trader encounter a fight. He refuses to target llamas, traders or other guards, joins no raids, and iron golems are prevented from attacking him.

Tip: A guard whose trader has been gone for thirty seconds quietly retires, so armed illagers never accumulate in your world.

One number for the whole world

The tier is a single per-world count, not a per-player one. In multiplayer that means one person's three trader kills put everybody on tier 4, which is the intended social outcome; it makes dead traders a group problem and generates the argument. The world also keeps a record of each dead trader: the day, the cause, and who was nearest.

Tier 10 is not finished

Nine kills puts the world at tier 10, where the trader wears the ceremonial gold sheet and brings eleven llamas and two guards. The boss fight itself and the promised shutdown of all future trader spawns are designed but not built, so at present tier 10 is the top of the ordinary ladder wearing the best armour in the mod.

Items & blocks

Armoured trader (tier 3-6)

Armoured trader (tier 3-6)

Light mail over the green robe and a steel band across the blue turban. Still recognisably a merchant, just one who has started taking precautions.

Where: Appears once two traders have died in your world.

Plated trader (tier 7-9)

Plated trader (tier 7-9)

Plate over the chest, a real helmet shape where the turban was, scuffs and a healed scar on the face. Patched, veteran, worn, and the same man.

Where: Appears once six traders have died in your world.

Ceremonial trader (tier 10)

Ceremonial trader (tier 10)

Full gold-heavy ceremonial armour, drawn as the third step of the same chained edit so all three tiers read as one character. The boss behaviour behind it is not built yet. This is the top of the ordinary ladder.

Where: Appears once nine traders have died in your world.

Guild Guard

Guild Guard

A crossbow escort riding at the head of the caravan. Mechanically a pillager with every raider behaviour stripped out, repainted from illager maroon into the trader's blue and gold so the guard and the trader read as one organisation.

Where: One from tier 4, two from tier 7.

Armoured llama blanket

Armoured llama blanket

The trader llama's blue carpet redrawn as an armoured caravan blanket. It was designed as a cheap extra escalation cue at tier 7 and ships inside the mod, but nothing in the code points at it yet.

Where: Not currently used in game.

Lore

Flavour, not rules. None of this changes how the mod behaves.

A guild, not a victim

Nothing in the mod ever says the word guild out loud, but everything is built as though there is one: a shared per-world ledger of the dead, an escort in matching livery, and a chain of command that gets more expensive to cross. The guard's texture is deliberately re-liveried out of illager colours into the trader's blue and gold for exactly this reason, so that when the crossbowman appears, he reads as a colleague rather than as a monster.

The escalation you built

The design's argument for the whole mod is that it is built on something every player already does a hundred times a world, so it never needs explaining in a video. There is no advancement telling you where you are on the ladder and no announcement when it moves. You find out by counting llamas.

Jokes & trivia

Bits you might miss

  • Tier 1 is exactly vanilla. The mod is completely invisible until somebody kills somebody.
  • Blame for a fire falls on whoever is nearest. Walk past a lava lake at the wrong moment and eight llamas will decide it was you.
  • A trap you set an hour ago still counts, and so does one your friend set. The guild does not investigate.
  • Killed by a zombie is free. The guild only bills for the ones that were somebody's fault.
  • When the caravan turns on you, the train visibly breaks formation to come at you, and then re-forms by itself afterwards.
  • The guard is a repainted pillager who is not allowed to join a raid, is not allowed to be attacked by iron golems, and is not allowed to shoot at llamas.
  • He is still, at every tier, trying to sell you a bucket of tropical fish.

From the workshop

  • Three playtest rounds found three different reasons the llamas would not fight, and the third one was that fixing the caravan is what broke the aggression: a llama genuinely in a caravan holds the movement slot permanently, so its ranged attack could never start. Registering the same vanilla goal at a higher priority fixed both that and the burning rule at once.
  • The llamas used to brawl with each other. Ten of them spitting at one player produced enough misses to hit each other, and vanilla makes the victim retaliate, so the caravan dissolved into a fight that had nothing to do with you.
  • The mod's own command was invisible for a whole playtest, because the host of a singleplayer world without cheats has permission level 0 and Minecraft then hides the command entirely, which looks exactly like a mod that failed to load.
  • All five character textures were made by chained AI edits of the real game sheets (tier 7 is drawn from tier 3's result and the boss from tier 7's) so that the three tiers stay the same person. Colour-quantising them turned the steel chainmail gold and deleted the trader's two green eye pixels.
  • A Bedrock add-on port exists in be-hazard-pay: roughly 450 lines of script, no art at all, and the first Bedrock port here that had to work around an API Bedrock simply does not have.

FAQ

Do I need to do anything to start it?

No. Install it and play. Nothing changes until a wandering trader dies, and then it changes a little bit at a time.

Does killing a trader with a mob count?

No. A trader killed by a zombie, drowned or pillager is free. Only deaths that were not inflicted by a mob move the ladder.

My friend killed them, why are my traders armoured?

Because the counter belongs to the world, not to you. That is deliberate: it makes dead traders a group problem.

Can I lower the tier again?

Not in normal play; the ledger only counts up. Operators and singleplayer hosts have /hazardpay reset.

Will the guard attack me on sight?

No. He is passive until the trader is attacked or set on fire, or until you shoot at him.

What happens at tier 10?

At the moment, the best-armoured ordinary trader in the mod with eleven llamas and two guards. The boss fight and the permanent end of trader spawns are designed and not yet built.

Get it

Status: The jar compiles and the author has tested it himself, but it has not had a real playtest yet.

  1. Install NeoForge for Minecraft 1.21.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. Everyone on the server needs it.
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-hazard-pay/build/libs/.

Built by Bulletpies. Textures made with the Flow pipeline from real 1.21.1 sheets.

↑ Back to top · ← All mods