6.1 KiB
6.1 KiB
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_modwith 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, versionConfig/*.xml— actual game changes using XPath
2. Enable/sync mods for testing
- Run
.kilo/scripts/modlet.ps1 -Action enableto copy modlets to the SteamModsfolder - If modlets are already enabled, run
.kilo/scripts/modlet.ps1 -Action syncto 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
syncafter each change to update the Steam folder - Test again in-game
5. Disable mods
- Once satisfied, run
.kilo/scripts/modlet.ps1 -Action disableto 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 statusto 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 openC:\Steam\steamapps\common\7 Days To Die\Data\Configin Explorer - Run VS Code task
Open 7D2D Steam Mods Folder(Ctrl+Shift+B) to open the SteamModsfolder 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
- Review vanilla config files using
open-config.ps1to find the settings you want to change - Note the XPath or exact values you want to modify
- Create a modlet in
mods/that overrides those values using XPath - Enable/sync the modlet to test
- Disable the modlet when done testing
- 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
SteamPathspointing toe:\steam\steamapps\common\7 Days To Die\but the actual Steam install is atC:\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\.