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The 7D2D Mod Launcher - A Mod Launcher for 7 Days to Die

Good Day sphereii

Been a while .. I was wondering, what will happen since " Alpha 16 Stable " .. has just been released today with the launcher .. Do we need 2 sets of files in the Steam folder until the modders have a chance to update their mods OR can we redirect location of launcher to see where A15.2 file is.

I think I said that right and hope you can figure out what old gamer is trying to ask ... in short . A16 Stable verse A15.2

Anyway .. I will check back later to see what yours thoughts are on this subject and I already checked your Homepage this morning, didn't see anything yet.

Enjoy your day and thank you

 
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Good Day sphereii
Been a while .. I was wondering, what will happen since " Alpha 16 Stable " .. has just been released today with the launcher .. Do we need 2 sets of files in the Steam folder until the modders have a chance to update their mods OR can we redirect location of launcher to see where A15.2 file is.

I think I said that right and hope you can figure out what old gamer is trying to ask ... in short . A16 Stable verse A15.2

Anyway .. I will check back later to see what yours thoughts are on this subject and I already checked your Homepage this morning, didn't see anything yet.

Enjoy your day and thank you
Hello gpcstargate :) Good to see you again.

The Mod Launcher requires no update itself to support Alpha 16.x, since it just simply copies the files.

However, the current mod list is still Alpha 15.2, as you expect. If you have already created a Valmod Overhaul + CompoPack for A15.2, that will still work! The Mod Launcher makes a copy of the game for each mod, and it's isolated from your steam folder, which is now at 16.x. You may want to uncheck "Refesh Mods Automatically".

The modders have not been able to update or release their new versions yet, but these will trickle in over the next few days or weeks. It's still unclear if Modders will create new Github depots for their new versions, or if they'll just re-use their existing depots from 15.x.

I'll continue to monitor the modders threads and update the Default Config files if needed. It will be awkward, however, as some mods will be updated for Alpha 16, while others would still need 15.2, and I haven't figured a way around that.

For example, I could just dump all the Configs now, and just re-add anything that is Alpha 16 compatible. Then, as new mods appear, you know they work with the latest.

But if you are still playing on Alpha 15.2, and I remove the Configs, you won't be able to play it anymore (unless you manually run 7daystodie.exe).

Some mods will be removed, and may not appear again. Prefab packs like MegaCity didn't really work well with A15.x, and won't work at all for A16, so that one will just be removed.

Valmar seems almost ready, and will likely be the first one out of the gate.

I'll create a post here, and tweet for each Mod that is 16.x compatible, and hopefully have the mod list cleaned up within a week or two.

 
Thank You sphereii

You are by far the most responsive person on the forum and That was fast.

I'll keep an eye out for A16 stuff .. But haven't played that much because of A16 dropping any day and finally has .. I will be back into the game more so now. Hope the Fun Pimp's got most of the bug's worked out.

AND So I can go ahead and let Steam download the game into folder with hopefully no problems and the launcher will sort. Great

Just a thought .. Valmod and War of the Walkers are my main 2 games that I play.

Have a great day and thank you again

 
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I was thinking about filtering based on supported alpha, but not sure if there was enough of a demand for it.Hopefully it'll be awkward for a week or two, then all the A15s will be removed, and it'll be all Alpha 16

 
My Launcher, i check the box to use EAC, log onto my server, then after i close the launcher it doesnt remember that i had the box checked. Is there a way to have the launcher remember that setting? Maybe for each mod or something?

 
New update today with two minor changes.

1) Fixed an issue where invalid characters were being used to try to save files (for Chromecide)

2) Allowed the EAC checkbox to be saved, on a global basis. Will work on fine tuning it for a mod-specific basis.

 
Mods List is cleaned up of older Alpha 15.x Mods, and are only display Alpha 16 mods now.

If there's a mod that you still want to play on Alpha 15.x, let me know and I can add it back to defaults.

The list of older mod links can be found here: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Default.xml

Example:

# Arkmania's PVP

#https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Arkmania.xml

# Spider's True Survival mods

#https://raw.githubusercontent.com/SphereII/7D2DConfig/master/Spider.xml

Just copy the web link, and add to the Mod Launcher through the Open URL button, and the mods will re-appear.

 
Very nice update! Was wanting a filtered a16 list!
Yeah, I need a better way of filtering them, especially between Alphas, when a lot of the mods aren't out, and some people may still want to play A15.2.

 
At some point, if mod makers want to use your product (and I don't see why they wouldn't), they should conform to a specific format that allows you easy integration. I'm not sure if you're big enough yet to make that "demand" to modders, or if you're still trying to get to that size.

 
At some point, if mod makers want to use your product (and I don't see why they wouldn't), they should conform to a specific format that allows you easy integration. I'm not sure if you're big enough yet to make that "demand" to modders, or if you're still trying to get to that size.
I notice a lot of modders using things like Mega, and Dropbox. They are pretty easy to use, but they do expire links after awhile. I'm gentle encouraging people to use github, under the guide of Mod Launcher support.

While that's true, I'm also interested in preserving these mods, regardless if they appear in the launcher or not. Nothing worse than clicking on the link of a cool mod, and getting a 404.

I also want to see that mods are installable without using the launcher, for those who aren't interested in using it.

As for growth, the more the merrier. It was created for a server group of about 20 people. It's gravy if anyone else uses it :)

 
You could add subcategories to the launcher, a14 a15 a16 or something, and just move the mods to wherever they belong. Cause everything in the launcher is behind a + anyway

 
I think github it's a bad idea to store our mods. Not everyone can, or wants to understand how it works.

For example: i will never install any software for filehosting on my computer.

I tried to understand github - but i'm tired... it's really for advanced users - for those who really need it. Not for me...

But your mod-Laucher is a good idea.... :) I wish that my mod was loaded through it.

Can there be any opportunity to use a different file-host? Even if it is without some of the features...

Or, for example: those who want to add their mod in the Launcher - get account (or password) and upload their files to a special server. That is, in fact, to keep our mods in not on different file-sharing, but on the dedicated server for 7dtd mods...

Sorry if this is a triviality, but i'm really far from modern IT :D

(I use Opera12 and WindowsXP...)

 
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You could add subcategories to the launcher, a14 a15 a16 or something, and just move the mods to wherever they belong. Cause everything in the launcher is behind a + anyway
The XMLs that populate the mods have a <Version> tag, to match what's in Steam. Like <version>alpha15.2</version> I could make a filter that would show or hide those.

The problem comes with the repos I'm pointing to. If the modder updates to Alpha 16.1, and re-uses the alpha15.2 folder, then it doesn't make sense to show it under Alpha15 anymore. Further more, I may not even notice they did that.

 
I think github it's a bad idea to store our mods. Not everyone can, or wants to understand how it works.For example: i will never install any software for filehosting on my computer.

I tried to understand github - but i'm tired... it's really for advanced users - for those who really need it. Not for me...

But your mod-Laucher is a good idea.... :) I wish that my mod was loaded through it.

Can there be any opportunity to use a different file-host? Even if it is without some of the features...

Or, for example: those who want to add their mod in the Launcher - get account (or password) and upload their files to a special server. That is, in fact, to keep our mods in not on different file-sharing, but on the dedicated server for 7dtd mods...
Once configured, GitHub is pretty straight forward, but I understand your concerns. Github is not a requirement in itself to be included in the mod launcher.

Different file hosts can work, as long as it follows these types of rules:

1) Direct download links only.

2) Consistent download link

3) File in a zip file

For 1), that would be http://www.dropbox.com can't be used. Instead, I have to manually change it to something like: https://dl.dropboxusercontent.com/. Or if you own http://www.disney.com, you could have http://www.disney.com/Mod.zip.

For 2), if you change the file, like update to a new version, that download link stays the same. Otherwise, we have to change the Mod Launcher's config every time.

For 3), Zip files are just consistent :)

The reasons for github is that it's consistent, has version information (if you screw up, you can roll back to a previous copy), and can give you a downloadable zip file. For large files, it can do an incremental download; after the initial download, it'll be faster each time, rather than re-downloading it each time you want to play.

The files also won't expire; so if you see a cool mod from last year, it may have expired on dropbox or mediafire, but it'd still exist on github.com.

 
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The XMLs that populate the mods have a <Version> tag, to match what's in Steam. Like <version>alpha15.2</version> I could make a filter that would show or hide those.
The problem comes with the repos I'm pointing to. If the modder updates to Alpha 16.1, and re-uses the alpha15.2 folder, then it doesn't make sense to show it under Alpha15 anymore. Further more, I may not even notice they did that.
Well most modders would know better than to re-use a folder from a previous build. One would think ;)

How about making a How to use github for uber beginners? Plus a youtube video.

 
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