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!!7 Days to Die Asset Mod!! ....? What do ya think?

Have an example:
I make a mod and I change the stack size for first aid kits. 20 instead of 5. I change nothing else about first aid kits. You make a mod and change the health gain of a first aid kit, 100 instead of 50.

We both provide complete XML-files.

If we had a player who likes both, what would they do? How to combine the two mods? If they know how, good, if not: There is nothing they can do.
You still dont understand, obviously.

Gup provides his mod which is a single xpath line.

you provide your mod which is a single xpath line.

SDX combines them automatically for you. No end user troubles, at all. Just hit build then play.

And with modlets the asset mod is dead. Unnecessary.

The chinese guy would/could make his mod and use Gup's tree's, jax's plants etc, manu's vehicles etc and only distribute his parts while stating gup/jax/manu is required.

rRDqAfC.jpg


 
The modder would only give the ONE LINE that applies, not the entire xml, and xpath will do its thing. This is a non issue.
...not sure if you read Sphereii's entire message, but here is the sum total of my entire blood moon horde fix:

<set xpath="/gamestages/spawner[@name=BloodMoonHorde]/*/spawn[4]/@maxAlive">50</set>

...that's it.
Yes, I understand. But maybe I don't understand your question about adding another link to the chain. It sounds like you don't understand the benefit of the command-approach, that's why I explained it. So I understand the additional link to be that command approach and the software that transforms the commands into XML.
 
I don't see how typing out commands is easier or more intuitive than checking/unchecking a box and hitting build, then play. Could you explain it for me please?

 
I don't see how typing out commands is easier or more intuitive than checking/unchecking a box and hitting build, then play. Could you explain it for me please?
It isn't.But I am talking about something else. The boxes you see in Dusty's pic enable and disable mods. I have something like those boxes too:
2018-11-1412_49_12-m3.png


The boxes activate and deactivate mods.

The command lines actually create the mod. It is layed out in more detail in both sphereii's post:

https://7daystodie.com/forums/showthread.php?93075-!!7-Days-to-Die-Asset-Mod!!-What-do-ya-think&p=867640&viewfull=1#post867640

And my post here:

https://7daystodie.com/forums/showthread.php?37564-M%B3-Mod-Maker-and-Manager

So activating a box equals activating a set of commands. The commands command the program - SDX in spherii's case, M³ in mine - to make certain changes to the XML. That makes sense, because if you want to combine changes from different modders, you cannot just paste the xml-files into the config folder, you have to create a new xml-files that have the changes from modder A and the changes from modder B.

If that is already being done: Good job. But when I look around this modding section, I don't see boxes I can check, I see sets of xml-files that I can download. As an end user (aka player) I can't check a couple of boxes and compose my mod out of the "modlets" of different xml-modders. I can only download whole sets of xml-files.

So if every xml-modder would use such commands (and I'm not suggesting mine, they are very imperfect and that xpath seems to be very professional), this would open up a new era of xml-modding. And it would be a lot more convenient for the modders to create mods that way, instead of opening 10 different xml-files, scrolling through pages of code and making changes directly.

 
...which is what's being proposed, using the already existing and still necessary sdx launcher.

0 need to add yet another layer...

 
...which is what's being proposed, using the already existing and still necessary sdx launcher.
0 need to add yet another layer...
And if xpath-commands are the commands that are (about to) being used, I am not proposing another layer. I only am for using such commands.
 
I don't know about "about", I just know they're used now.

But good, all on the same page... Let's see what 17 brings and president sphereii can tell is what to do from there.

 
It be pretty complicated but I can see the benefits of it. I could do try and do True Survival like that this time so it could be combined and edited by others mods. Normally I just redo the whole xml files.

 
It be pretty complicated but I can see the benefits of it. I could do try and do True Survival like that this time so it could be combined and edited by others mods. Normally I just redo the whole xml files.
I'll be writing new xpath tutorials when A17 drops, and I find out all the supported tags and syntax. Hopefully this will make it clear on what the game will be expecting, and let us avoid directly editing the vanilla XMLs.

How people generate the compatible xpath XML will likely be up to the end-user.

 
Xpath official for A17

I just spoke with Alloc:

Xpath is native to the 7DTD mod system beginning with A17. I will be adding this the official changes in the dev diary. Perhaps sphereii could start a new thread for discussing xpath and talking about the future since this one (by virtue of the OP) is technically inclusive of other methods and if people want to talk about those other methods they should be allowed to do so. I would be happy to stick the Xpath Thread once it is created.

 
Last edited by a moderator:
I just spoke with Alloc:
Xpath is native to the 7DTD mod system beginning with A17. I will be adding this the official changes in the dev diary. Perhaps sphereii could start a new thread for discussing xpath and talking about the future since this one (by virtue of the OP) is technically inclusive of other methods and if people want to talk about those other methods they should be allowed to do so. I would be happy to stick the Xpath Thread once it is created.
Excellent.

Now the only remaining question in my mind is where files with xpath directives can be deployed and if this is really "files" and not "file" ? There still is a need for a naming scheme on filesystem level additional to the xml level.

 
I just spoke with Alloc:
Xpath is native to the 7DTD mod system beginning with A17. I will be adding this the official changes in the dev diary. Perhaps sphereii could start a new thread for discussing xpath and talking about the future since this one (by virtue of the OP) is technically inclusive of other methods and if people want to talk about those other methods they should be allowed to do so. I would be happy to stick the Xpath Thread once it is created.
Holy ♥♥♥♥, if I'm understanding this right then this would increase mod comparability tremendously both between mods and between new updates!

Awesome!

 
I just spoke with Alloc:
Xpath is native to the 7DTD mod system beginning with A17. I will be adding this the official changes in the dev diary. Perhaps sphereii could start a new thread for discussing xpath and talking about the future since this one (by virtue of the OP) is technically inclusive of other methods and if people want to talk about those other methods they should be allowed to do so. I would be happy to stick the Xpath Thread once it is created.
<3

Cheers

 
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