Add workflow guidance and Git web UI link

This commit is contained in:
2026-08-20 16:29:36 -04:00
parent d47b0703ee
commit 6ccd437439
3 changed files with 63 additions and 8 deletions
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@@ -8,8 +8,8 @@ This repository is for Lynda to build 7 Days to Die mods. The current target gam
- **Username**: lynda
- **IDE**: VS Code (installed, with Kilo Code extension)
- **Git**: Installed and configured
- **Repo**: `lyndas_mod` with origin remote pointing to Gitea server
- **Git**: Installed and configured (user: Lynda Straffin, email: lynda@straffin.net)
- **Repo**: `lyndas_mod` with origin remote pointing to Gitea server (`ssh://git.straffin.net:3001/lynda/lyndas_mod.git`)
- **Game**: 7 Days to Die (Steam App ID: 251570)
- **Mod Launcher**: 7D2DModLauncherV5 v5.1.8.2
@@ -22,6 +22,51 @@ This repository is for Lynda to build 7 Days to Die mods. The current target gam
| Mod launcher install | `C:\Program Files (x86)\7D2DModLauncherV5` |
| Mod launcher config | `C:\Users\lynda\AppData\Roaming\7D2DModLauncher\ModLauncher.txt` |
| Mod staging root | `C:\7D2D` |
| Repo modlets folder | `C:\Users\lynda\Git\lyndas_mod\mods` |
| Steam mods folder | `C:\Steam\steamapps\common\7 Days To Die\Mods` |
## Mod Development Workflow
When Lynda wants to create or modify a modlet, walk her through these steps:
### 1. Edit the modlet
- Make changes to files in `mods/` in this repo
- Common files to edit:
- `ModInfo.xml` — mod name, description, author, version
- `Config/*.xml` — actual game changes using XPath
### 2. Enable/sync mods for testing
- Run `.kilo/scripts/modlet.ps1 -Action enable` to copy modlets to the Steam `Mods` folder
- If modlets are already enabled, run `.kilo/scripts/modlet.ps1 -Action sync` to update them
### 3. Test in-game
- Launch 7 Days to Die
- Start a new save (modlets only apply to new games)
- Verify the changes work as expected
### 4. Iterate
- If changes are needed, go back to step 1
- Run `sync` after each change to update the Steam folder
- Test again in-game
### 5. Disable mods
- Once satisfied, run `.kilo/scripts/modlet.ps1 -Action disable` to remove modlets from the Steam folder
- This ensures the vanilla game is clean for normal play
### 6. Commit and push
- Stage changes: `git add mods/`
- Commit: `git commit -m "Description of changes"`
- Push: `git push origin main`
### 7. Verify status
- Run `.kilo/scripts/modlet.ps1 -Action status` to confirm modlets are disabled
## Important Notes
- Always disable modlets before committing and pushing, unless the changes are intentionally meant to be deployed
- Modlets only apply to new saves — they won't affect existing saves
- The game should be closed when enabling/disabling/syncing modlets
- If something breaks, deleting the modlet folder from `C:\Steam\steamapps\common\7 Days To Die\Mods\` will revert to vanilla
## Existing Mods in Mod Launcher
@@ -73,7 +118,6 @@ The following v3 mods are available in the mod launcher (under `C:\7D2D\v3\`):
## Notes
- v3 mods are now available in the mod launcher.
- The ModLauncher config has stale `SteamPaths` pointing to `e:\steam\steamapps\common\7 Days To Die\` but the actual Steam install is at `C:\Steam\steamapps\common\7 Days To Die`.
- Game saves are stored in `C:\Users\lynda\AppData\Roaming\7DaysToDie\Saves\` for vanilla and within each mod's directory for modded play.
- Mod backups are stored in `C:\7D2D\Saves\Backups\`.
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@@ -14,20 +14,30 @@
## Mod Development Workflow
### Simple Modlets (vanilla folder)
1. Create/update modlet files in `mods/` in this repo
2. Run `.kilo/scripts/modlet.ps1 -Action enable` to copy modlets to the Steam `Mods` folder
3. Launch the game and start a new save to test
4. Run `.kilo/scripts/modlet.ps1 -Action disable` to remove modlets when done
5. Run `.kilo/scripts/modlet.ps1 -Action sync` to update already-enabled modlets after making changes
1. **Edit** modlet files in `mods/` in this repo
2. **Enable/sync**: `.kilo/scripts/modlet.ps1 -Action enable` (first time) or `.kilo/scripts/modlet.ps1 -Action sync` (updates)
3. **Test**: Launch the game and start a new save
4. **Disable**: `.kilo/scripts/modlet.ps1 -Action disable` when done testing
5. **Commit**: `git add mods/ && git commit -m "..." && git push origin main`
### Full Mods (mod launcher)
1. Create/update mod files in this repo
2. Copy or sync modified files to the mod launcher's game copy under `C:\7D2D\v3\<mod_name>\`
3. Launch via Mod Launcher to test
## Script Reference
| Command | Action |
|---------|--------|
| `.kilo/scripts/modlet.ps1 -Action enable` | Copy all modlets from `mods/` to Steam `Mods` folder |
| `.kilo/scripts/modlet.ps1 -Action disable` | Delete all modlets from Steam `Mods` folder |
| `.kilo/scripts/modlet.ps1 -Action sync` | Update already-enabled modlets with latest changes |
| `.kilo/scripts/modlet.ps1 -Action status` | Show which modlets are enabled/disabled |
## Current Installed Mods
See `ENVIRONMENT.md` for the full list of installed mods and their paths.
## Notes
- Current target version is 3.x
- v3 mods are available in the mod launcher under `C:\7D2D\v3\`
- Always close the game before enabling/disabling/syncing modlets