134 lines
4.7 KiB
Markdown
134 lines
4.7 KiB
Markdown
# Lynda's 7D2D Mod Agent
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## Project Context
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This repository is for Lynda to build 7 Days to Die mods. The current target game version is **3.x**.
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## Environment Summary
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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 (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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## Paths
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| Component | Path |
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|-----------|------|
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| Repo root | `C:\Users\lynda\Git\lyndas_mod` |
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| Steam 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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| 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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### v1 Mods (installed under `C:\7D2D\v1\`)
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- Darkness Falls (v6.0.0.20) — `C:\7D2D\v1\Darkness_Falls\Darkness_Falls`
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- 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`
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### v2 Mods (installed under `C:\7D2D\v2\`)
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- Echoes from the Afterlife
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- Forsaken Trail
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- Greys Prophecy V1 Experimental
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- NordArmy XMAS UPDATE
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- Old West Migration (V1)
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- Ravenhearst (v10.4.1b1)
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- Tongo 2.0
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- VIKINGSMOD
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- War3zuk FarmLife 5.6
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- Welcome to Purgatory
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- Winterween
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- 5thDay
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- Asia Mod V1.1 Stable
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- Experimental Recipes v1.0+
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- The Wasteland
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- The Wasteland(Testing)
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### Custom Mod
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- Asylum 2.5.4 — `C:\7D2D\Custom\Asylum_2.5.4`
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## Available v3 Mods
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The following v3 mods are available in the mod launcher (under `C:\7D2D\v3\`):
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- 7DVR
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- Aircraft Carrier Challenge High Seas V.3
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- Area 7 Challenge
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- Backpacker Challenge
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- Black Forrest
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- Destroyer of Dreams High Seas
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- Dishong Tower 2.5
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- District Zero
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- EndZ Remastered
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- NordArmy
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- Old West Migration
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- Outback Roadies
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- Preppocalypse
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- Project Praxis
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- VIKINGSMOD
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- Welcome to Purgatory
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- Wild West Mod
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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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- 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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