Electric Vehicles 3.0

Electric Vehicles 3.0

Go fully electric in 7 Days ...

MOD ID: 10593作者: spyritoカテゴリ: Vehiclesバージョン: 2.2更新日: 2026-07-02(2週間前)用途: サーバー向け人気スコア: 0
#クラフト#UI#サーバー向け#クライアント向け

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🔑 Nexus連携(高評価・追跡)

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EnglishVehiclesQuality of Life

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メイン ElectricVehicles Experimental 3.0 v2.2
⬇️ 193
更新履歴(changelog)
Bugfixes
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旧バージョン(4件)を表示
旧バージョン ElectricVehicles v1
📦 384.5 KB ⬇️ 244
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旧バージョン ElectricVehicles v1.1
⬇️ 125
更新履歴(changelog)
Added:
- Electric Vehicle Wall Charger — a new wall-mountable, wire-connectable powered block.
Wire it to any power source (generator, solar bank, battery bank) with the wire tool, exactly like a vanilla relay.
Walk up to a parked electric vehicle and hold-E "Connect cable" to plug it in; "Disconnect" unplugs it.
While plugged in, powered, and within range (6 m), the vehicle's slotted battery recharges in place — no need to pull the cell and carry it to a Battery Bank.
A visible cable is drawn between the charger and the vehicle.
Ships with a custom 3D model (Unity AssetBundle) and a custom icon.
Craftable at the workbench from common electrical parts (it's a convenience station, not a rarity).
Fixed:
Battery no longer disappears when you pick a vehicle up. The installed cell(s) lived in a per-vehicle store outside the vehicle item, so picking the vehicle up in a hurry could silently lose the battery. On pickup, any installed battery is now handed back to your inventory (or dropped at your feet if it's full).
Electric Motor Schematic now actually unlocks the recipe. The schematic was missing the unlock trigger (ModifyCVar), so using it did nothing — the electricMotor recipe stayed locked even after reading the schematic. It now learns the recipe correctly.
Changed:
Electric Motor Schematic — trader availability reworked. It was buried in a deeply-nested book pool where the effective chance was ~0.1% per restock — practically unfindable (players reported 60+ days with no luck). Each book-selling trader now carries it on a dedicated line:
Trader Bob (vehicle specialist): 20% chance per restock.
Joel / Jen / Hugh / Rekt: 5% chance per restock.
Finished Electric Motor — trader availability cleaned up. Moved out of the diluted vehicle pool (~1.6% per restock) onto a dedicated line at Trader Bob: 8% per restock. As before, no other trader stocks it (only Bob carries vehicle stock).
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旧バージョン ElectricVehicles Experimental 3.0 v2.0
⬇️ 178
更新履歴(changelog)
## 2.0
### Added — Punk Tier (early-game, craftable)
A whole new low tier sits *below* the end-game electric vehicles, gated through the
vanilla **Vehicles** crafting skill (raised by "Wheels and More?" magazines) instead of
the Electric Motor schematic:
- **Scrap Cell** (`scrapCells`) — a crude, hand-built rechargeable cell. Holds only a
fraction of a real car battery's charge (short range), but you can craft it from junk.
Deliberately **hard early craft**: 60 scrap lead + 2 acid + 8 electric parts +
8 scrap polymers + 4 duct tape at the workbench. Recharges **only in the Battery Bank**.
- **Punk Motor** (`punkMotor`) — a salvaged hub motor; the cheap counterpart to the
end-game Electric Motor. Mid-game craft (forged iron, scrap brass, electric/mechanical
parts, springs, oil + 1 Scrap Cell). Drives the bicycle and minibike.
- **Electric Bicycle** (`vehicleBicycleElectricPlaceable`) — the first rung: a vanilla
bicycle + Punk Motor + Scrap Cell. **Pedal fallback** — when the cell goes flat it does
NOT strand you; you start pedalling on your own **stamina** until you can recharge.
- **Electric Minibike** (`vehicleMinibikeElectricPlaceable`) — a budget minibike built from
a Punk Motor + two Scrap Cells (also accepts a salvaged car battery for more reach).
Short range on its crappy cells; no pedal trick — when the cell dies it just stops.
- **Scrap Cell Charger** (`scrapCellCharger`) — a dedicated charging station for Scrap Cells,
with a **custom 3D model** and its **own window** (3 slots, trimmed readout, a live charging
indicator). Wire it to a power source and the cells in its slots recharge from the incoming
power. Accepts **only** Scrap Cells. Charging is deliberately slow — it's a steady top-up,
not an instant refill. Scrap Cells still also charge in a normal Battery Bank, this is an
extra thematic option. Craftable, unlocked at T2 with the rest of the punk tier.
- **Solid Fuel Generator** (`solidFuelGenerator`) — burns **wood/coal** for a small trickle of
power,…
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アーカイブ ElectricVehicles Experimental 3.0 v2.1
⬇️ 45
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MOD 解説

『7 Days to Die』で完全電動化を実現しましょう。このMODでは、バッテリー駆動の乗り物2種類――頑丈な4WDトラックと機動力に優れたオートバイ――が追加されます。これらは、設計図がロックされた高性能な電気モーターを中核として設計されています。ガソリン缶はもう必要ありません。各乗り物には専用のバッテリーが搭載されています。

原文(英語)を表示

Go fully electric in 7 Days to Die. This mod adds two battery-powered vehicles — a heavy 4x4 Truck and a nimble Motorcycle — built around a demanding, schematic-locked Electric Motor. Forget gas cans: each vehicle has a dedicated battery

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