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SevenDaysToDieModEditor

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About SevenDaysToDieModEditor

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  1. 7 days to die mod editor version 3.3.4.0 Prevent initial spawn from being at the edge of the map.
  2. 7 days to die mod editor version 3.3.3.0 Fix sleeper silent attack.
  3. 7 days to die mod editor version 3.3.2.0 Added settings for beginners. Added the type of building at the spawn point.
  4. This SDX sample sets the maximum number of Prefabs that can be generated in the entire world. download 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 https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  5. This SDX sample sets a message in PlayerSign of Prefab download 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 example <prefab> <property name="PlayerSignPosition" value="1,5,0" /> <property name="PlayerSignMessage" value="Welcome" /> </prefab> this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  6. This SDX sample generates a town at a specified position in a random map download 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 of the hub generation position example <rwgmixer> <cell_rules> <cell_rule name="default"> <cave_count value="4,8" /> <path_material value="asphalt" /> <path_radius value="10" /> <hub_rule name="cityCenter" prob="0.0" GridPosition="0,0" /> <hub_rules> <hub_rule name="cityCenter"> <hub_type value="city" /> <width value="2000, 2000" /> <height value="2000, 2000" /> <path_material value="asphalt" /> <HubOffset value="0,0" /> <path_radius value="10" /> <path_radius value="10" /> <downtown_zone_size_perc value="0.45" /> <prefab_rule name="default" /> <street_gen level="25" length_multiplier="4"> <axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]" /> <rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]" /> <rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]" /> <rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]" /> <rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]" /> <alt_commands chars="T,I,N,K" /> </street_gen> </hub_rule> this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  7. This SDX sample sets a random map prefab as a player spawn point. download 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 name of the prefab that will become the spawnpoint this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  8. This SDX sample sets the purchase price and sale price of the item separately. download 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 editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  9. 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. download entityclasses.xml //entity_classes/entity_class/property[@name=DarkSight]/@Value Daytime night vision ability. entityclasses.xml //entity_classes/entity_class/property[@name=NightSightRange]/@Value Sight range at night. entityclasses.xml //entity_classes/entity_class/property[@name=NightDarkSight]/@Value Nighttime night vision ability. example <entity_class name="zombieTemplateMale"> <property name="NightSightRange" value="45" /> <property name="DarkSight" value="50.0" /> <property name="NightDarkSight" value="90.0" /> this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  10. This SDX sample sets Zombie's Time To Die. download 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 //entity_classes/entity_class/property[@name=TimeToDieRandom]/@Value Random addition of the time it takes for a zombie to die naturally. Unit of time is game time 1/1000 hour. this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-7-days-to-die-mod-editor
  11. This SDX sample does not increase the durability of items when combining a work bench. Decrease durability by at least 1 when repairing items download gamestages.xml //gamestages/config/@CombineDurabilityUp WorkBench Combine Durability Up 1 Up 0 No Up gamestages.xml //gamestages/config/@RepairDurabilityDown 0 Normal 1 Decrease by at least 1 example <gamestages> <config CombineDurabilityUp="0" RepairDurabilityDown="1" startingWeight ="1" scavengerGameDifficultyBonus="0" adventurerGameDifficultyBonus="0.1" nomadGameDifficultyBonus="0.2" warriorGameDifficultyBonus="0.6" survivalistGameDifficultyBonus="1.0" insaneGameDifficultyBonus="1.5" daysAliveDifficultyBonus="0.1" daysAliveChangeWhenKilled ="2" diminishingReturns ="0.2" /> this mod used by 7 days to die mod editor https://7daystodie.com/forums/showthread.php?48140-A16-7-days-to-die-mod-editor
  12. 7 days to die mod editor version 3.3.1.0 Implemented 0,0 ruins. The durability is no longer restored when combining on the workbench. Boss Zombie Time To Die has been extended. A little more accurate city range
  13. 7 days to die mod editor version 3.2.9.0 Added settings for night sight range. Added settings for zombie night vision ability.
  14. 7 days to die mod editor version 3.2.5.0 the game stage affect the wilderness zombie. zombie dog and fat zombie cop appear with wilderness in city and town. consume fertilizer at harvest.
  15. 7 days to die mod editor version 3.2.3.0 The following changes were also made to Starvation MOD. Added settings for game over and MinWellness less than 70. Added settings for spam craft exp decrease. Added settings for feral horde escape penalty. Added setting of decrease of health value at death.
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