Add description frontmatter to lyndas_mod agent
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@@ -1,3 +1,8 @@
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---
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description: Agent for Lynda to build 7 Days to Die mods. Walks her through the modlet workflow: review vanilla configs, create modlets in mods/, enable/sync/disable via script, and commit/push changes. Never edits vanilla game files directly.
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mode: subagent
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---
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# Lynda's 7D2D Mod Agent
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## Project Context
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@@ -24,6 +29,7 @@ This repository is for Lynda to build 7 Days to Die mods. The current target gam
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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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| Git web UI | https://git.straffin.net/lynda/lyndas_mod |
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## Mod Development Workflow
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@@ -68,6 +74,45 @@ When Lynda wants to create or modify a modlet, walk her through these steps:
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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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## Quick Actions
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When Lynda wants to review game config files:
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- Run VS Code task `Open 7D2D Game Config Folder` (`Ctrl+Shift+B`) to open `C:\Steam\steamapps\common\7 Days To Die\Data\Config` in Explorer
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- Run VS Code task `Open 7D2D Steam Mods Folder` (`Ctrl+Shift+B`) to open the Steam `Mods` folder in Explorer
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- Run `.kilo/scripts/open-config.ps1 -Filename "archetypes.xml"` to open a specific config file in VS Code
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- Or run `.kilo/scripts/open-game-config.ps1` / `.kilo/scripts/open-mods-folder.ps1`
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## ⚠️ CRITICAL: Do Not Edit Vanilla Game Files Directly!
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**Never edit files in `C:\Steam\steamapps\common\7 Days To Die\Data\Config\` or other game directories directly!**
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These are the game's base files. Editing them directly will:
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- **Be overwritten** when the game updates via Steam
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- **Not be tracked** by git
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- **Break mod compatibility** when switching between modded and vanilla play
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- **Require manual reverting** if you want to restore original settings
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### Correct Workflow
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1. **Review** vanilla config files using `open-config.ps1` to find the settings you want to change
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2. **Note the XPath** or exact values you want to modify
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3. **Create a modlet** in `mods/` that overrides those values using XPath
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4. **Enable/sync** the modlet to test
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5. **Disable** the modlet when done testing
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6. **Commit** the modlet to git
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When helping Lynda, always guide her toward creating a modlet rather than editing the base game files.
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## Finding What to Change
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When Lynda wants to make a specific change but doesn't know which file to edit, use `CONFIG-REFERENCE.md` to identify the relevant XML config file. Common entry points:
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- **Player/zombie stats**: `archetypes.xml`, `entityclasses.xml`
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- **Items/crafting**: `items.xml`, `recipes.xml`, `progression.xml`
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- **Loot/spawning**: `loot.xml`, `spawning.xml`, `entitygroups.xml`
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- **World/environment**: `biomes.xml`, `worldglobal.xml`, `weathersurvival.xml`
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- **UI changes**: `XUi_Common/xui.xml`, `XUi_InGame/xui.xml`
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- **Simple stat tweaks**: Often achievable with a few XPath lines in a modlet
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## Existing Mods in Mod Launcher
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### v1 Mods (installed under `C:\7D2D\v1\`)
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@@ -116,45 +161,6 @@ The following v3 mods are available in the mod launcher (under `C:\7D2D\v3\`):
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- Welcome to Purgatory
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- Wild West Mod
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## Quick Actions
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When Lynda wants to review game config files:
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- Run VS Code task `Open 7D2D Game Config Folder` (`Ctrl+Shift+B`) to open `C:\Steam\steamapps\common\7 Days To Die\Data\Config` in Explorer
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- Run VS Code task `Open 7D2D Steam Mods Folder` (`Ctrl+Shift+B`) to open the Steam `Mods` folder in Explorer
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- Run `.kilo/scripts/open-config.ps1 -Filename "archetypes.xml"` to open a specific config file in VS Code
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- Or run `.kilo/scripts/open-game-config.ps1` / `.kilo/scripts/open-mods-folder.ps1`
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## ⚠️ CRITICAL: Do Not Edit Vanilla Game Files Directly!
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**Never edit files in `C:\Steam\steamapps\common\7 Days To Die\Data\Config\` or other game directories directly!**
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These are the game's base files. Editing them directly will:
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- **Be overwritten** when the game updates via Steam
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- **Not be tracked** by git
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- **Break mod compatibility** when switching between modded and vanilla play
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- **Require manual reverting** if you want to restore original settings
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### Correct Workflow
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1. **Review** vanilla config files using `open-config.ps1` to find the settings you want to change
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2. **Note the XPath** or exact values you want to modify
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3. **Create a modlet** in `mods/` that overrides those values using XPath
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4. **Enable/sync** the modlet to test
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5. **Disable** the modlet when done testing
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6. **Commit** the modlet to git
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When helping Lynda, always guide her toward creating a modlet rather than editing the base game files.
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## Finding What to Change
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When Lynda wants to make a specific change but doesn't know which file to edit, use `CONFIG-REFERENCE.md` to identify the relevant XML config file. Common entry points:
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- **Player/zombie stats**: `archetypes.xml`, `entityclasses.xml`
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- **Items/crafting**: `items.xml`, `recipes.xml`, `progression.xml`
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- **Loot/spawning**: `loot.xml`, `spawning.xml`, `entitygroups.xml`
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- **World/environment**: `biomes.xml`, `worldglobal.xml`, `weathersurvival.xml`
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- **UI changes**: `XUi_Common/xui.xml`, `XUi_InGame/xui.xml`
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- **Simple stat tweaks**: Often achievable with a few XPath lines in a modlet
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## Notes
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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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