# Lynda's 7D2D Mod Agent ## Project Context This repository is for Lynda to build 7 Days to Die mods. The current target game version is **3.x**. ## Environment Summary - **Username**: lynda - **IDE**: VS Code (installed, with Kilo Code extension) - **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 ## Paths | Component | Path | |-----------|------| | Repo root | `C:\Users\lynda\Git\lyndas_mod` | | Steam install | `C:\Steam\steamapps\common\7 Days To Die` | | 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 ### v1 Mods (installed under `C:\7D2D\v1\`) - Darkness Falls (v6.0.0.20) — `C:\7D2D\v1\Darkness_Falls\Darkness_Falls` - War of the Walkers (v1.x.x.x Stable) — `C:\7D2D\v1\War_of_the_Walkers\War_of_the_Walkers_v1.x.x.x_Stable` ### v2 Mods (installed under `C:\7D2D\v2\`) - Echoes from the Afterlife - Forsaken Trail - Greys Prophecy V1 Experimental - NordArmy XMAS UPDATE - Old West Migration (V1) - Ravenhearst (v10.4.1b1) - Tongo 2.0 - VIKINGSMOD - War3zuk FarmLife 5.6 - Welcome to Purgatory - Winterween - 5thDay - Asia Mod V1.1 Stable - Experimental Recipes v1.0+ - The Wasteland - The Wasteland(Testing) ### Custom Mod - Asylum 2.5.4 — `C:\7D2D\Custom\Asylum_2.5.4` ## Available v3 Mods The following v3 mods are available in the mod launcher (under `C:\7D2D\v3\`): - 7DVR - Aircraft Carrier Challenge High Seas V.3 - Area 7 Challenge - Backpacker Challenge - Black Forrest - Destroyer of Dreams High Seas - Dishong Tower 2.5 - District Zero - EndZ Remastered - NordArmy - Old West Migration - Outback Roadies - Preppocalypse - Project Praxis - VIKINGSMOD - Welcome to Purgatory - Wild West Mod ## Quick Actions When Lynda wants to review game config files: - 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 - Run VS Code task `Open 7D2D Steam Mods Folder` (`Ctrl+Shift+B`) to open the Steam `Mods` folder in Explorer - Run `.kilo/scripts/open-config.ps1 -Filename "archetypes.xml"` to open a specific config file in VS Code - Or run `.kilo/scripts/open-game-config.ps1` / `.kilo/scripts/open-mods-folder.ps1` ## ⚠️ CRITICAL: Do Not Edit Vanilla Game Files Directly! **Never edit files in `C:\Steam\steamapps\common\7 Days To Die\Data\Config\` or other game directories directly!** These are the game's base files. Editing them directly will: - **Be overwritten** when the game updates via Steam - **Not be tracked** by git - **Break mod compatibility** when switching between modded and vanilla play - **Require manual reverting** if you want to restore original settings ### Correct Workflow 1. **Review** vanilla config files using `open-config.ps1` to find the settings you want to change 2. **Note the XPath** or exact values you want to modify 3. **Create a modlet** in `mods/` that overrides those values using XPath 4. **Enable/sync** the modlet to test 5. **Disable** the modlet when done testing 6. **Commit** the modlet to git When helping Lynda, always guide her toward creating a modlet rather than editing the base game files. ## Finding What to Change 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: - **Player/zombie stats**: `archetypes.xml`, `entityclasses.xml` - **Items/crafting**: `items.xml`, `recipes.xml`, `progression.xml` - **Loot/spawning**: `loot.xml`, `spawning.xml`, `entitygroups.xml` - **World/environment**: `biomes.xml`, `worldglobal.xml`, `weathersurvival.xml` - **UI changes**: `XUi_Common/xui.xml`, `XUi_InGame/xui.xml` - **Simple stat tweaks**: Often achievable with a few XPath lines in a modlet ## Notes - 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\`.