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Make my own mods?

Or I just got annoyed in game because I wanted to move my forge but was going to lose 3 clay for every 1 that I had previously smelted. I'm just going to put the clay back in so why can't I just move the forge with the clay in it. Well, I didn't know if I could figure that out quickly but I thought I could figure out how to change the ratio to 1 clay smelted = 1 clay returned. So I did that in about 10 minutes. But the better solution would be the ability to move forges with smelting in them but I don't know if that's possible via XML editing alone.

 
Or I just got annoyed in game because I wanted to move my forge but was going to lose 3 clay for every 1 that I had previously smelted. I'm just going to put the clay back in so why can't I just move the forge with the clay in it. Well, I didn't know if I could figure that out quickly but I thought I could figure out how to change the ratio to 1 clay smelted = 1 clay returned. So I did that in about 10 minutes. But the better solution would be the ability to move forges with smelting in them but I don't know if that's possible via XML editing alone.


You can smelt the materials back out of the forge if you want to move it but I can't recall how long it takes. Might be a PITA.

Also if you want to check out some mods you can check out this site. I have downloaded a few from here over the last couple years.

https://7daystodiemods.com/

Can open some of the xml only ones in notepad++ and see how they did them.

Also again the youtube videos above by Mad Fox was started not long ago and may be very useful in learning xml modding.

 
nods I understand. I feel the same. Once I have found a lvl 5 weapon now I never have to make a pistol for example. I want to get folks crafting instead of relying on luck to find weapons in the wild. On the other hand I was also thinking of just taking out crafting weapons, tool, armour. all together and just have to find that stuff out in the world. I too think the game becomes stale once you have lvl 5 everything.  So I was thinking making it  based on lvls of when you can have a lvl 5 you would have to be say lvl 50. :)  


If you want to limit the quality level found in loot, you would need to change the probability tables QLTemplateTO, T1, T2, and T3.  For example, in T1 table:

        <qualitytemplate level="99,100" default_quality="1">
            <loot quality="2" prob="0.264"/>
            <loot quality="3" prob="0.315"/>
            <loot quality="4" prob="0.397"/>
            <loot quality="5" prob="0.552"/>
            <loot quality="6" prob="1"/>
        </qualitytemplate>




I made it harder to find the higher quality equipment in loot so I ended up changing the probabilities at one time.

    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='3']/@prob">0.45</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='4']/@prob">0.35</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='5']/@prob">0.25</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='6']/@prob">0.15</set>




Another route you could go is remove them completely and then insert your own custom tables.  Probably not be very difficult since you would only have a couple of quality levels so you can expand the loot stage range so less sub-nodes you would need.

I went a different route (I had the same issue - once you find that Q6 weapon, why bother with crafting or searching anymore?  I went a different route in my playstyle where I removed the ability to repair equipment.  So you ended up having to buy new gear from traders or craft your own (I am right now testing out my modlet that introduced Q6 crafting), or using that halfway damaged weapon you found in loot until you can get something else to replace it.

Also if you want to, you can look at any modlets I have created for people over A20/A21.  You can just search for BFT2020 at github.com and it will take you to where I posted them for download.  There are currently 24 in there.

 
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You can smelt the materials back out of the forge if you want to move it but I can't recall how long it takes. Might be a PITA.


What I did was change it so that you instead of crafting out 1 clay lump for every 4 clay that had previously been smelted so that I get 1 clay lump for every 1 clay in the forge. I removed the old recipe and here is the new recipe:

<!-- * * * * * * * * * * * * forge-emptying recipes: base game has it that you don't get a 1:1 return, this fixes that * * * * * * * * * * * * -->
<recipe name="resourceClayLump" count="1" material_based="true" craft_area="forge" is_trackable="false" craft_time="1" craft_exp_gain="0" always_unlocked="true" use_ingredient_modifier="false">
<ingredient name="unit_clay" count="1"/> <!-- Previously the count was count-"4"-->
</recipe>




I also changed the other recipes where the ratio of return isn't 1:1.

 
If you want to limit the quality level found in loot, you would need to change the probability tables QLTemplateTO, T1, T2, and T3.  For example, in T1 table:

        <qualitytemplate level="99,100" default_quality="1">
            <loot quality="2" prob="0.264"/>
            <loot quality="3" prob="0.315"/>
            <loot quality="4" prob="0.397"/>
            <loot quality="5" prob="0.552"/>
            <loot quality="6" prob="1"/>
        </qualitytemplate>




I made it harder to find the higher quality equipment in loot so I ended up changing the probabilities at one time.

    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='3']/@prob">0.45</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='4']/@prob">0.35</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='5']/@prob">0.25</set>
    <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='6']/@prob">0.15</set>




Another route you could go is remove them completely and then insert your own custom tables.  Probably not be very difficult since you would only have a couple of quality levels so you can expand the loot stage range so less sub-nodes you would need.

I went a different route (I had the same issue - once you find that Q6 weapon, why bother with crafting or searching anymore?  I went a different route in my playstyle where I removed the ability to repair equipment.  So you ended up having to buy new gear from traders or craft your own (I am right now testing out my modlet that introduced Q6 crafting), or using that halfway damaged weapon you found in loot until you can get something else to replace it.

Also if you want to, you can look at any modlets I have created for people over A20/A21.  You can just search for BFT2020 at github.com and it will take you to where I posted them for download.  There are currently 24 in there.
thanks a bunch :)  looking at  it [SIZE=14.6px]though, would I find this text it in the loot files? I too have thought about just taking repair kits out of the game, I did see a mod that had a chance to degrade the weapon down a tier when you repair  it that I also thought was a good idea. I was also thinking of making weapons have to be repaired  on the workbench.[/SIZE]

 
would I find this text it in the loot files


Yes, loot.xml located in [your install paty]/7 Days To Die/Data/Config on my system, if you are on windows it's probably \7 Days To Die\Data\Config\loot.xml but more importantly if you are going to program/mod then you need to come up with tools and systems to help you locate and edit files. But it's a very bad idea to edit loot.xml directly. Instead download a simple mod, put it in /7 Days To Die/Mods then reference the structure typically you have /Mods/NameOfMod/ModInfo.xml that establishes the mod name and author etc. and then you will also have /Mods/NameOfMod/Config and that's where you put your code. If you want to update the loot table, you have to create a file called loot.xml. If you want to have a new recipe, you put it in recipes.xml.

If you don't do it this way, and Steam or somehow your game gets updated, you will likely have all your work overwritten aka destroyed. You reference the vanilla files to figure out how the game does what it does, then you do your manipulations in your xml files in the ../Mods/NameOfMod/Config folder.

So just a bit more info for you. In my opinion you need a good and fast way to locate files that contain the text/string you are looking for. I think Windows file manager will do it, but it seemed a bit slow if I recall correctly. There might be a handy app out there that is quicker. Next you need a text editor, a lot of Windows folks use notepad+ I think they call it. I've used Sublime but it's nagware.

 
Yes, loot.xml located in [your install paty]/7 Days To Die/Data/Config on my system, if you are on windows it's probably \7 Days To Die\Data\Config\loot.xml but more importantly if you are going to program/mod then you need to come up with tools and systems to help you locate and edit files. But it's a very bad idea to edit loot.xml directly. Instead download a simple mod, put it in /7 Days To Die/Mods then reference the structure typically you have /Mods/NameOfMod/ModInfo.xml that establishes the mod name and author etc. and then you will also have /Mods/NameOfMod/Config and that's where you put your code. If you want to update the loot table, you have to create a file called loot.xml. If you want to have a new recipe, you put it in recipes.xml.

If you don't do it this way, and Steam or somehow your game gets updated, you will likely have all your work overwritten aka destroyed. You reference the vanilla files to figure out how the game does what it does, then you do your manipulations in your xml files in the ../Mods/NameOfMod/Config folder.

So just a bit more info for you. In my opinion you need a good and fast way to locate files that contain the text/string you are looking for. I think Windows file manager will do it, but it seemed a bit slow if I recall correctly. There might be a handy app out there that is quicker. Next you need a text editor, a lot of Windows folks use notepad+ I think they call it. I've used Sublime but it's nagware.
thanks. I have been watching some you tube videos a person above posted here, so far the videos have been very informative. :)  I got a few tools that was recommended in the videos. thanks for the help I am hoping to be able to learn this, it was daunting at first, but now it seems help is available. :)  

 
Some of us like to create a new folder and add additional versions of the game there so we can make sure they don't get overwritten by Steam.

Of course you have to have the room but I find it works fairly well. I can fiddle with the game and not screw up my vanilla version.

There were times I could have 8 -10 versions of 7 Days on my drive. :)

I added new ssd so only have the 4 right now.

image.png

 
Some of us like to create a new folder and add additional versions of the game there so we can make sure they don't get overwritten by Steam.

Of course you have to have the room but I find it works fairly well. I can fiddle with the game and not screw up my vanilla version.

There were times I could have 8 -10 versions of 7 Days on my drive. :)

I added new ssd so only have the 4 right now.

View attachment 29599
I have two version on mine right now too. one is my normal game the other was for a server I was playing on that had mods I had to DL in order to play on, that server went south. I should probably mess around in that file. although I have not messed around in the orginal game files. I opened them up and looked inside. I can sort of see how it work, sort of haha

 
If you are both are looking for someplace to really learn about modding I can suggest here if you have discord.

A crapload of the big modders are on there and will help if asked. There are sections for different modding help  and even channels modders have for help with their own mods they have made.

discord.gg/WpVPJWj7Xk

 
If you are both are looking for someplace to really learn about modding I can suggest here if you have discord.


Bless those brave souls that venture into the discordance of Discord. Not a big fan. But, I probably should go over there if that's a place to get help because I need a lot of it. 😅

 
Bless those brave souls that venture into the discordance of Discord. Not a big fan. But, I probably should go over there if that's a place to get help because I need a lot of it. 😅




lol, yeah. Well it is a pretty good place. Lot of the modders are there and I suspect the largest part of the membership are from this forum.

 
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