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メイン DroneAutomation_v0.8.1_gameV3.0.0-V3.1.zip v0.8.1
更新履歴(changelog)
- **Fixed: Auto-Salvage wrenched the switches that make a POI work.** A `powerSwitch01` on the wall next to a garage door, a push button, a valve handle, a key rack, a wire or timer relay, a pressure plate, a quest generator — every one of them is tagged as salvage in the game's own block data, so the module took them exactly the way it takes a sink. The damage is invisible at the time and permanent afterwards: none of those blocks is craftable or in a loot list, so the door they opened never opens again, for the life of the save, for every player who comes to that POI after you. Auto-Salvage now leaves switches, buttons, relays, pressure plates, quest triggers and powered doors, lights and traps alone. It is matched on the block's class rather than a list of names, so a modded switch that derives from one of them is covered too. `SalvageSwitches="1"` in `droneautomation.xml` puts the old behaviour back for anyone who wants it. - **Fixed: the land-claim rule had three ways to quietly not apply.** Auto-Salvage has always been meant to work unclaimed ground only, and it asked the game the obvious question — but `World.GetLandClaimOwner` answers "unclaimed" for claimed ground in three cases: the claim block's chunk is not loaded, the claim block is not the owner's *primary* one, or the owner has been away long enough for land protection to lapse (`IsLandProtectionValidForPlayer`). On a server, the third is the one that bites: go on holiday for longer than the server's land claim expiry and a drone can strip your base while the claim block is still standing in it. The module now also reads the persistent claim map directly, which has none of those holes: a claim block that exists protects its ground, whoever owns it and whenever they last logged in. There is no setting for this one, and there should not be.
旧バージョン(6件)を表示
アーカイブ DroneAutomation V0.4.0 v0.4.0
⬇️ Nexus でダウンロードアーカイブ DroneAutomation V0.4.2 v0.4.2
更新履歴(changelog)
1. Scan center moved from the drone to the player (SalvageCore, HarvestCore, RepairCore, PlantCore). Every block module used DroneWorld.CollectParents(_world, _drone.position, ...); now it's _owner.position. The drone hovers a few meters off your side and drifts, so its bubble often didn't cover what you were standing next to — this is the fix for the truck-wreck bug you reported. RepairCore.Tick and PlantCore.Tick gained an EntityPlayer _owner parameter to make this possible, and DronePatch now passes owner into them. Auto-Loot (VacuumCore) is untouched — its reach was already wide. 2. Auto-Salvage will no longer destroy uncollected loot. New HoldsUnlootedContents() guard: it skips any block whose tile entity is lootable and is either untouched, non-empty, or player storage. This is the one change that removes capability — Auto-Salvage will now refuse to wrench a lootable object (tilt truck, cabinet, safe) until you've emptied it. That's deliberate; previously it was silently destroying loot, and untouched world containers read as empty while still being able to pay out. 3. Traders can now actually stock the drone modules, as a consequence of the xpath fix. Rolls on restock; can't disturb existing trader inventories.
アーカイブ DroneAutomation V0.7.0 v0.7.0
更新履歴(changelog)
The page was still serving 0.4.2, so this release carries everything since: Auto-Defense, module quality on crafted modules, and settings that survive an update. **0.7.0 — 2026-08-01** - **Your settings now live in `droneautomation.local.xml`.** Drop a file of that name beside `droneautomation.xml` holding only the values you want different, and the mod folds it over its own config at load. Attributes are matched by element name plus `name=`, so overriding the second of several same-named blocks cannot silently edit the first. Nothing is written back to the file the mod ships, so a mod update or a Nexus re-extract can no longer wipe what you changed. No local file is shipped in the release zip — it is yours, and it stays yours. - Build-only: `SkipDeploy=true` stops the post-build copy into the live `Mods` folder, so a release can be cut while the game is running. Mono keeps the deployed assembly mapped for as long as the client is up, and overwriting it under a live game risks a SIGBUS. - The release zip now carries the verified game version in its name (`_gameV3.0.0`), matching the other tehAon mods — `ModInfo.xml` has no field for it, so the file name is the only place it fits. --- **0.6.0** - **New module — Auto-Defense (`modRoboticDroneAutoDefenseMod`): the drone becomes a bodyguard.** It fires its own machine gun at the nearest hostile as it follows you, or stands sentry over the spot where you park it (the vanilla "stay" command). Kills are credited to you (XP and quests), and it never targets you, your allies, party members or traders. Server-side only, EAC-safe, and vanilla clients see the muzzle flash with nothing installed. - This reuses combat the junk drone has always carried but never used: `EntityDrone` ships a full weapon rig (`MachineGunWeapon`, an `Attack` state, an `attackMode`) that The Fun Pimps left disconnected — `attackState()` is empty and the gun is never instantiated. The module drives that real gun, so the drone's own hitscan, damage and …
アーカイブ DroneAutomation_v0.7.4_gameV3.0.0-V3.1.zip v0.7.4
更新履歴(changelog)
- **Fixed: v0.7.3 could not run on game 3.0.0, which it claimed to support.** If you are on 3.0.0, Auto-Loot — the module most people install this for — threw the first time the drone tried to put something in a bag, and kept throwing. Every other module that stores an item was in the same boat. 3.0.1 and 3.1 were unaffected. Nothing in the source was wrong. The released DLL was compiled against a newer game than the oldest one on its label, and that is enough on its own. 3.0.1 introduced `InventoryBase` as a base class above the inventory types and moved `AddItem` and `TryStackItem` up onto it, so a build made against 3.0.1 or later points those calls at `InventoryBase` — a type 3.0.0 has never heard of. The direction matters and it is worth stating plainly, because it is the part that is easy to get backwards. A reference made against a *derived* type still resolves on newer builds, because the runtime walks up the hierarchy to find the member. A reference made against a *base* type that was introduced later resolves on nothing older, because the type itself is missing. So the build has to be made against the **oldest** version claimed, not the newest. What makes this worth a release note rather than a one-line fix is that every check passed. The build succeeded. `refcheck.py` against 3.1 passed — it was only ever run against the newest build. A live 3.1 dedicated server booted the mod cleanly. None of it could see the version that broke. - **`package.sh` now refuses to build a zip whose label it cannot back up.** New `tools/check_game_versions.py` reads `GAME_VERSIONS`, locates a game build for each version named, and resolves every external reference in the DLL against all of them. A claimed version with no build available fails too, rather than quietly passing — an unverified claim is the whole bug. `GAME_BUILDS` says where the builds live (default `~/7dtd-servers`); `SKIP_REF_CHECK=1` skips it for anyone packaging without them. - **`BUILD.md` now records whic…
アーカイブ DroneAutomation_v0.7.5_gameV3.0.0-V3.1.zip v0.7.5
更新履歴(changelog)
- **Fixed: Auto-Harvest minted a free seed every time it reaped a crop.** A crop's harvest drops include its own young stage — `plantedCorn3HarvestPlayer` lists `<drop event="Harvest" name="plantedCorn1" tag="farmerBonusSeed"/>` — and the module banked that seed in the drone's bag *and* separately planted a fresh one in the empty plot. Two seeds where the crop produced one. That is not what harvesting by hand does. Vanilla leaves a reaped plot **bare**: crops ship with `DowngradeBlock` commented out, and a block with no `DowngradeBlock` resolves to air (`Block.cs:1789`, and the downgrade path at `Block.cs:2461` only runs when it is not air). The seed the crop hands you is the one you are meant to spend putting the plot back. So a drone farm quietly produced a spare seed per crop per cycle — on a 27-plot field, 27 seeds a cycle, compounding into more plots. Auto-Harvest now pays for the replant with the seed it just reaped. `EmitDrops` takes an optional `_payOne`, withholding a **single unit** of that one item from the payout, so perk-boosted seed drops still hand over the surplus — only the one seed the drone plants on your behalf is consumed. Produce is untouched. - **Auto-Harvest now says why it reaped nothing.** With `Debug="1"` a pass that harvests nothing prints the numbers behind the decision instead of a flat "nothing in range": ``` harvest: anchor (666,61,907) r=9.6/6.4 q6: 2201 blocks, 27 grown crops, 0 outside your claim, 27 with no replant ``` Each figure points at a different cause — out of reach, wrong claim, or no replant — and the anchor and post-quality radius are printed because for a *following* drone the scan is centred on the **owner**, not the drone, which is its own easy misread. "Nothing in range" is not a useful thing to tell someone standing in a field of corn. This came out of a playtest where Auto-Harvest appeared dead. It was not: the field had been spawned with the **wild** crop blocks (`plantedCorn3Harvest`), which carry produce …
アーカイブ DroneAutomation v0.8.0
更新履歴(changelog)
- **Switch a module off without pulling it out of the drone.** Hold **E** on the drone → **Talk** → **Automation modules…** and every automation function gets a row reading `Auto-Loot: ON - switch it off` (or `OFF - switch it on`). Clicking it flips the switch; the module stays in its slot and keeps its quality, it just stops acting. A **Switch every module back on** row clears the lot. The setting survives relogs and server restarts. Asked for as a hotkey, which this mod cannot do. Key bindings are client config and the radial wheel is client code — `EntityDrone.InitLocalActivationCommands`, `AllowActivationCommand` and `OnEntityActivated` all take an `EntityPlayerLocal` and only ever run on the machine holding the camera. Either one would mean shipping a client DLL and ending the mod's "install it on the server, players install nothing" rule. The wheel's own **Talk** entry is the way in without breaking that rule. It opens the XML dialog `junkDrone`, and `WorldStaticData` registers both `dialogs.xml` and `buffs.xml` with `_sendToClients: true` — the server pushes its patched copies to every vanilla client, which parses them locally. So a server-side modlet can put rows in that menu, one click deeper than the wheel. Each row is half of a matched pair guarded by opposite `CheckCVar` requirements, so exactly one is ever visible and the visible one is both the readout and the switch (`XUiC_DialogResponseEntry` drops a row whose `requirementtype="Hide"` requirement fails). Clicking it adds a hidden permanent buff that writes one CVar — `AddBuff` is the only write the dialog system exposes that isn't quest or trader plumbing. That buff net-syncs, so the client runs the effect immediately (the row flips under the cursor) and `NetPackageAddRemoveBuff.ProcessPackage` re-applies it on the server, where `DronePatch` reads the result. No polling, no custom network packet, nothing for a vanilla client to be kicked over. The switch buffs are **permanent and fire on `onSelfBuff…
📦 このMODを含むコレクション (全1件)
このMODが採用されている Nexus コレクション(人気順)。まとめて導入したい人の入口に。
- Version 3.0 - Laila by jaeschle
MOD 解説
サーバー版『7 Days to Die』のMOD:ドローンがプレイヤーを追尾しながら、雑用を自動化する「junk-drone」モジュールです。「自動略奪」、「自動回収」、「自動収穫」、「自動修理」、「自動植栽」は、すべてプレイヤーが自ら行ったかのように機能します。「自動防御」機能により、ドローンは
原文(英語)を表示
Server-side 7 Days to Die mod: junk-drone modules that automate chores while the drone follows you. Auto-Loot, Auto-Salvage, Auto-Harvest, Auto-Repair and Auto-Plant all work as if you did it yourself; Auto-Defense makes the drone a
導入前チェック(前提 / 競合 MOD)
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