- Current Mod Grid (Bottom half): An easier way to view and modify the locaization. Its ability to correctly handle .xml files is very useful when editing the serverconfig.xml.and it is available as a free download from:https://notepad-plus-plus.org/download/. Making an actual modlet using xpath xml edits would be a better idea than editing the game files. With one click you can save your generated xml to the appropriate files and the application will automatically move those files to a directory of your choice. Any issues will now be written to the log before the application shuts-down. - When including comments is checked, comment trees are auto expanded, this is helpful with well documented mod files and the search trees. Nothing fancy. This is useful when creating objects that are all similiar and you don't need the attributes. -Revisted code completion in direct edit view and made adding tags more user friendly. These are easily identified in app by holding alt. - Fixed issue with the setattribute command. While some proprieties simply relate to game options others are more important, permitting control over connectivity, access and protection of the game server. Any changes to the mod by you will be overritten. WebIf so, make sure you are editing the spawning.xml in \7 Days To Die\Data\Config and NOT the spawning.xml in \AppData\Roaming\7DaysToDie. - Added xml text coloring to the output text box. Bandits aren't active because they haven't done the mocap sessions for them yet so the animations might not work right if you eneable them. -Fixed bug. Leaving the area in hopes that I can loot anywhere else. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. The more mods/utils like it the better for everyone. The config files in the game directory take precedent over the save directory and it will overwrite the changes made in appdata. - Fixed the label display bug in the direct edit view. Build blocks above 250m. -Changed when opening a direct edit view the Main Text Box in the window gets focus. Remove engineer-zombies that all go to the weakest point in a base, i.e. This is a purely visual change. - With this change comes the ability to easily create a new mod. 7 Days to Die can be heavily modded to fit any play-style. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. - Added in the direct editor view and actions, - With this functionality the user can make direct XML edits to the file without leaving the application, - Save (Extra save button, does same thing as center view save all), - Move (Performs the auto move function once on command), - Essentially allows the user to stage the generated mod files to the game directory chosen. Fixed issue with crashing if trying to load an xml file with the same name. I'm going to tinker with it and stop adding features until I'm sure everything is solid. Also defines objects sold in vending machines. I remember not knowing which direction they were going to come from and knowing I had a weak-side I hadn't been able to fully build out and hoping they wouldn't randomly come from that direction! -->, , , , , , , , , , , , , , , , ,