This SDX sample sets the maximum number of Prefabs that can be generated in the entire world.
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prefab.xml //prefab/property[@name=WorldSpawnMax]/@value
example
<prefab>
<property name="WorldSpawnMax" value="1" />
</prefab>
this mod used by 7 days to die mod editor...
This SDX sample sets a message in PlayerSign of Prefab
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prefab.xml //prefab/property[@name=PlayerSignPosition]/@value
List of PlayerSign positions to set message "x,y,z#x,y,z"
prefab.xml //prefab/property[@name=PlayerSignMessage]/@value
List of messages to display on PlayerSign...
This SDX sample generates a town at a specified position in a random map
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rwgmixer.xml //rwgmixer/cell_rules/cell_rule/hub_rule/@GridPosition
Grid position of the cell where you want to set a specific hubrule
rwgmixer.xml //rwgmixer/hub_rules/hub_rule/@HubOffset
Offset at the center...
This SDX sample sets a random map prefab as a player spawn point.
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prefab.xml //prefab/RandomSpawnPointOffset
Set the offset of the spawn point from the prefab center "x,y,z,playerrotation"
rwgmixer.xml //rwgmixer/rulesets/ruleset/@RandamSpawnPrefabFilter
the string contained in the...
This SDX sample sets the purchase price and sale price of the item separately.
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items.xml //items/item/property[@name=SellEconomicValue]/@value
item sell price
blocks.xml //blocks/block/property[@name=SellEconomicValue]/@value
block sell price
this mod used by 7 days to die mod...
This SDX sample sets the night vision ability of a zombie. In addition, the setting of the visual field for each day and night is added.
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entityclasses.xml //entity_classes/entity_class/property[@name=DarkSight]/@Value
Daytime night vision ability.
entityclasses.xml...
This SDX sample sets Zombie's Time To Die.
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This sample sets the automatic death time for zombies
entityclasses.xml //entity_classes/entity_class/property[@name=TimeToDieBase]/@Value
The time it takes for a zombie to die naturally.
entityclasses.xml...
This SDX sample does not increase the durability of items when combining a work bench. Decrease durability by at least 1 when repairing items
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gamestages.xml //gamestages/config/@CombineDurabilityUp
WorkBench Combine Durability Up 1 Up 0 No Up
gamestages.xml...
I also think that a strong zombie should appear in a big city.
I think it would be boring to get to a big town and get everything from the first day.
So I made a mod that cop and zombie dog appear in city and town.
It is still alpha 16, but please play if you like...
When I analyze a program with dnspy, it seems that startingWeight and diminishingReturns are not used.
This SDX sample makes startingWeight and diminishingReturns work correctly for game stage calculations.
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gamestages.xml //gamestages/config/@startingWeight
gamestages.xml...
this sdx sample is To affect the game stage in the wilderness spawn and make wandering horde's game stage 50 or more and loop at maximum stage -50
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gamestages.xml //gamestages/config
WanderingHordeStageMax Set the maximum of wandering horde's game stage.
GamestageUpdateWaitTime Set...
This SDX sample makes it possible to change the decrease of wellness at character death.
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gamestages.xml //gamestages/config/@DeadWellnessDown sets the wellness to decrease with death.
In the following example, the wellness to be decreased by death is set to 15.
<config...
This SDX sample eliminates the influence of player level from the calculation of character's gamestage so that it will stage up by the number of days alive.
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gamestages.xml //gamestages/config/@GameStageMode
GameStageMode = 0 Calculation of default.
GameStageMode = 1 Calculation of...
this sdx sample is gameoversetting and possible to less than 70 MinWellness
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set gamestage.xml //gamestages/config/@GameOverMode
GameOverMode = 0 no gameover.
GameOverMode = 1 Game over when Wellness becomes lower than MinWellness.
GameOverMode = 2 dead is dead.
example...