Add workflow guidance and Git web UI link
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@@ -8,8 +8,8 @@ This repository is for Lynda to build 7 Days to Die mods. The current target gam
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- **Username**: lynda
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- **IDE**: VS Code (installed, with Kilo Code extension)
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- **Git**: Installed and configured
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- **Repo**: `lyndas_mod` with origin remote pointing to Gitea server
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- **Git**: Installed and configured (user: Lynda Straffin, email: lynda@straffin.net)
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- **Repo**: `lyndas_mod` with origin remote pointing to Gitea server (`ssh://git.straffin.net:3001/lynda/lyndas_mod.git`)
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- **Game**: 7 Days to Die (Steam App ID: 251570)
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- **Mod Launcher**: 7D2DModLauncherV5 v5.1.8.2
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@@ -22,6 +22,51 @@ This repository is for Lynda to build 7 Days to Die mods. The current target gam
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| Mod launcher install | `C:\Program Files (x86)\7D2DModLauncherV5` |
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| Mod launcher config | `C:\Users\lynda\AppData\Roaming\7D2DModLauncher\ModLauncher.txt` |
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| Mod staging root | `C:\7D2D` |
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| Repo modlets folder | `C:\Users\lynda\Git\lyndas_mod\mods` |
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| Steam mods folder | `C:\Steam\steamapps\common\7 Days To Die\Mods` |
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## Mod Development Workflow
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When Lynda wants to create or modify a modlet, walk her through these steps:
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### 1. Edit the modlet
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- Make changes to files in `mods/` in this repo
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- Common files to edit:
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- `ModInfo.xml` — mod name, description, author, version
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- `Config/*.xml` — actual game changes using XPath
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### 2. Enable/sync mods for testing
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- Run `.kilo/scripts/modlet.ps1 -Action enable` to copy modlets to the Steam `Mods` folder
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- If modlets are already enabled, run `.kilo/scripts/modlet.ps1 -Action sync` to update them
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### 3. Test in-game
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- Launch 7 Days to Die
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- Start a new save (modlets only apply to new games)
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- Verify the changes work as expected
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### 4. Iterate
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- If changes are needed, go back to step 1
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- Run `sync` after each change to update the Steam folder
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- Test again in-game
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### 5. Disable mods
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- Once satisfied, run `.kilo/scripts/modlet.ps1 -Action disable` to remove modlets from the Steam folder
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- This ensures the vanilla game is clean for normal play
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### 6. Commit and push
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- Stage changes: `git add mods/`
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- Commit: `git commit -m "Description of changes"`
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- Push: `git push origin main`
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### 7. Verify status
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- Run `.kilo/scripts/modlet.ps1 -Action status` to confirm modlets are disabled
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## Important Notes
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- Always disable modlets before committing and pushing, unless the changes are intentionally meant to be deployed
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- Modlets only apply to new saves — they won't affect existing saves
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- The game should be closed when enabling/disabling/syncing modlets
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- If something breaks, deleting the modlet folder from `C:\Steam\steamapps\common\7 Days To Die\Mods\` will revert to vanilla
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## Existing Mods in Mod Launcher
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@@ -73,7 +118,6 @@ The following v3 mods are available in the mod launcher (under `C:\7D2D\v3\`):
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## Notes
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- v3 mods are now available in the mod launcher.
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- 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`.
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- Game saves are stored in `C:\Users\lynda\AppData\Roaming\7DaysToDie\Saves\` for vanilla and within each mod's directory for modded play.
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- Mod backups are stored in `C:\7D2D\Saves\Backups\`.
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+15
-5
@@ -14,20 +14,30 @@
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## Mod Development Workflow
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### Simple Modlets (vanilla folder)
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1. Create/update modlet files in `mods/` in this repo
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2. Run `.kilo/scripts/modlet.ps1 -Action enable` to copy modlets to the Steam `Mods` folder
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3. Launch the game and start a new save to test
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4. Run `.kilo/scripts/modlet.ps1 -Action disable` to remove modlets when done
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5. Run `.kilo/scripts/modlet.ps1 -Action sync` to update already-enabled modlets after making changes
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1. **Edit** modlet files in `mods/` in this repo
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2. **Enable/sync**: `.kilo/scripts/modlet.ps1 -Action enable` (first time) or `.kilo/scripts/modlet.ps1 -Action sync` (updates)
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3. **Test**: Launch the game and start a new save
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4. **Disable**: `.kilo/scripts/modlet.ps1 -Action disable` when done testing
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5. **Commit**: `git add mods/ && git commit -m "..." && git push origin main`
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### Full Mods (mod launcher)
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1. Create/update mod files in this repo
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2. Copy or sync modified files to the mod launcher's game copy under `C:\7D2D\v3\<mod_name>\`
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3. Launch via Mod Launcher to test
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## Script Reference
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| Command | Action |
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|---------|--------|
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| `.kilo/scripts/modlet.ps1 -Action enable` | Copy all modlets from `mods/` to Steam `Mods` folder |
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| `.kilo/scripts/modlet.ps1 -Action disable` | Delete all modlets from Steam `Mods` folder |
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| `.kilo/scripts/modlet.ps1 -Action sync` | Update already-enabled modlets with latest changes |
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| `.kilo/scripts/modlet.ps1 -Action status` | Show which modlets are enabled/disabled |
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## Current Installed Mods
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See `ENVIRONMENT.md` for the full list of installed mods and their paths.
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## Notes
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- Current target version is 3.x
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- v3 mods are available in the mod launcher under `C:\7D2D\v3\`
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- Always close the game before enabling/disabling/syncing modlets
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@@ -25,6 +25,7 @@ This machine was set up for Lynda to build 7 Days to Die mods using:
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| Purpose | Path |
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|---------|------|
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| Mod repository | `C:\Users\lynda\Git\lyndas_mod` |
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| Git web UI | https://git.straffin.net/lynda/lyndas_mod |
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| Steam game install | `C:\Steam\steamapps\common\7 Days To Die` |
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| Mod launcher install | `C:\Program Files (x86)\7D2DModLauncherV5` |
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| Mod launcher config | `C:\Users\lynda\AppData\Roaming\7D2DModLauncher\ModLauncher.txt` |
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