📝 このMODの解説記事
まだ解説記事はありません。読みたい方はリクエストできます(運営が記事化を検討します)。
🔑 Nexus連携(高評価・追跡)
自分のNexusアカウントで 高評価(Endorse) や 追跡(Track) ができます。認証情報はあなたのブラウザにのみ保持され、当サイトのサーバーには保存しません。
🏷 タグ
📂 ファイル・バージョン
ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。
メイン Material Tracker V0.12.0 (Game V3.0.0 - V3.3.0) v0.12.0
更新履歴(changelog)
Renamed: Materialist is now Material Tracker. Nothing you installed moves — same folder, same settings file, same /mat. Update in place. New: the menu, Shift+F2. Find any material by name without owning one, see where it comes from with the odds, track it, and set the ranges and the filter with buttons. Markers show up long before you are standing on the thing. Plants, trees, boulders, stumps, nests and vehicles were only marked within 12 m - a bug: they were all being treated as grass. The hunt range is now 80 m for all of them, and the icon is drawn as far as the scan reaches instead of fading at 40 m. The icon sits on the thing instead of floating 1.2 m above its middle. New: a minimum chance. Hide every source below N%. New: cars, trucks and machines are a source when you track something you salvage from them. Fixed: a marker is the colour the item is in your inventory. Items that share one icon in different tints - an overhaul's alloys, say - were all drawn the same grey, and at a distance, with no label, could not be told apart. New: stumps are marked for honey (Honey 20%). The game hands it out through an event when the stump breaks, not through its drop list, so the mod never saw it. Fixed: a car is marked for everything you can wrench out of it, not only what the game tags as salvage. Perk and book finds (forged steel, acid, brass) and an overhaul's own drops - ProjectZ's alloys - were skipped as "structures". Fixed: a tracked material's marker showed its internal name (resourceCropAloeLeaf) instead of Aloe Vera Leaf. Fixed: /mat untrack duct tape works - untrack takes the name the game shows, as track always did. And when a material stays marked because the recipe you are tracking still needs it, stopping it now says so. Changed: furniture and containers no longer count as "plants". Tracking wood used to mark every wooden chair within 12 m; that is scanStructures now, off by default, as the settings always said it was. Shift+F2 does not also fire F2, and …
旧バージョン(8件)を表示
アーカイブ TrackedMats V0.2.0 v0.2.0
更新履歴(changelog)
# Nexus Mods upload sheet — Tracked Materials Finder Paste-ready copy for the Nexus upload form. Nexus renders **BBCode**, not Markdown. - **Mod name:** Tracked Materials Finder - **Game:** 7 Days to Die - **Version:** 0.2.0 - **Author:** tehAon - **File:** `TrackedMats_v0.2.0.zip` (extracts to a single `TrackedMats/` folder) - **Category:** Miscellaneous / Gameplay - **Tags:** quality of life, crafting, storage, UI, DLL mod - **Requirements:** 7 Days to Die 3.0 · EasyAntiCheat **OFF** (DLL mod) - **Permissions:** MIT — reuse/modify freely with credit. --- ## Summary (short, one-liner field) ``` Track a recipe and the storage boxes holding the materials you still need get compass/map markers — and those items light up when you open the box. ``` --- ## Description (BBCode — paste into the Description tab) ```bbcode [size=4][b]Track a recipe. The mod finds the mats.[/b][/size] Track a recipe the normal way and let the mod do the fetching legwork: [list] [*][b]Box markers[/b] — every storage box within range holding a material you [i]still need[/i] gets a green marker on the compass and map. The marker label lists which needed materials are inside. [*][b]In-box highlight[/b] — open a marked box and the slots holding needed materials are tinted, so they jump out at a glance. [/list] It reads the game's own [b]tracked recipe[/b] (the one you set in the crafting window), so there is no new UI to learn. Materials you already have enough of are ignored, and markers and highlights clear themselves as you gather what you need. [size=4][b]Install[/b][/size] This is a DLL mod, so you must [b]launch with EasyAntiCheat OFF[/b] (run 7DaysToDie directly, or pick the EAC-off option in the launcher). Extract the [b]TrackedMats[/b] folder into your [b]Mods[/b] folder: [code]7 Days To Die/Mods/TrackedMats/[/code] [size=4][b]How to use[/b][/size] [list=1] [*]Open the crafting window and [b]track[/b] a recipe (the vanilla track button). [*]Green markers appear on nearby storage boxes th…
アーカイブ TrackedMats V0.2.0 v0.2.0
更新履歴(changelog)
# Nexus Mods upload sheet — Tracked Materials Finder Paste-ready copy for the Nexus upload form. Nexus renders **BBCode**, not Markdown. - **Mod name:** Tracked Materials Finder - **Game:** 7 Days to Die - **Version:** 0.2.0 - **Author:** tehAon - **File:** `TrackedMats_v0.2.0.zip` (extracts to a single `TrackedMats/` folder) - **Category:** Miscellaneous / Gameplay - **Tags:** quality of life, crafting, storage, UI, DLL mod - **Requirements:** 7 Days to Die 3.0 · EasyAntiCheat **OFF** (DLL mod) - **Permissions:** MIT — reuse/modify freely with credit. --- ## Summary (short, one-liner field) ``` Track a recipe and the storage boxes holding the materials you still need get compass/map markers — and those items light up when you open the box. ``` --- ## Description (BBCode — paste into the Description tab) ```bbcode [size=4][b]Track a recipe. The mod finds the mats.[/b][/size] Track a recipe the normal way and let the mod do the fetching legwork: [list] [*][b]Box markers[/b] — every storage box within range holding a material you [i]still need[/i] gets a green marker on the compass and map. The marker label lists which needed materials are inside. [*][b]In-box highlight[/b] — open a marked box and the slots holding needed materials are tinted, so they jump out at a glance. [/list] It reads the game's own [b]tracked recipe[/b] (the one you set in the crafting window), so there is no new UI to learn. Materials you already have enough of are ignored, and markers and highlights clear themselves as you gather what you need. [size=4][b]Install[/b][/size] This is a DLL mod, so you must [b]launch with EasyAntiCheat OFF[/b] (run 7DaysToDie directly, or pick the EAC-off option in the launcher). Extract the [b]TrackedMats[/b] folder into your [b]Mods[/b] folder: [code]7 Days To Die/Mods/TrackedMats/[/code] [size=4][b]How to use[/b][/size] [list=1] [*]Open the crafting window and [b]track[/b] a recipe (the vanilla track button). [*]Green markers appear on nearby storage boxes th…
アーカイブ TrackedMats V0.4.0 v0.4.0
⬇️ Nexus でダウンロードアーカイブ TrackedMats V0.5.0 v0.5.0
更新履歴(changelog)
NEW: Finds materials in the world, not just in containers. - Dropped items and loot bags now get markers. A stack you tossed on the ground, or a death/loot bag holding a needed material, is marked with that item's icon, same as a container. On by default (scanGroundItems, groundRadius=50). - Harvestable blocks now get markers. Trees for wood, boulders and ore for stone and metal, plants for fibers. Track a wood recipe and nearby trees are marked; track stone and boulders light up. A block is only marked if what it drops is something you still need. On by default (scanBlocks). - Blocks are clustered into area markers, so a forest or a grass field is a handful of markers instead of thousands. Matching blocks within blockClusterSize (4 m, double for grass) collapse into one. - Grass and small plants are included (scanGrass), on a tighter grassRadius (12 m) since they're dense and only yield fibers. Turn off with "tm grass off". - Blocks are map-only by default (blocksOnCompass=false) so they don't bury the compass; the map still shows them. Ground items stay on the compass. - Built to not cost frames. Block scanning resolves which block types can drop a needed item once, up front; reads only a thin band around the ground surface in loaded chunks; and rescans only when you move (blockRescanMoveDist=4 m), on a slow timer (blockRescanSeconds=8 s), or when a nearby block is mined — not every frame. A mined tree's marker clears as you harvest. - New caps and toggles. maxGroundMarkers and maxBlockMarkers (24 each, nearest kept) bound each source; the overall maxMarkers still caps everything. New console commands: tm ground on|off, tm blocks on|off, tm grass on|off. tm status now reports the ground/block sources. - Still client-side only. Dropped-item contents and block types are both data your client already has from any server, so this works on a vanilla dedicated server with nothing installed on it. - Note: only loaded chunks near you are scanned, and unopened POI crates …
アーカイブ Materialist V0.8.0 v0.8.0
⬇️ Nexus でダウンロードアーカイブ Materialist V0.10.0 GameV3.0.0 v0.10.0
更新履歴(changelog)
**`/mat where <item>` — every way to get something, ranked, from wherever you are.** Every other part of this mod answers a question about the world you are standing in: what is in this box, what is that tree worth, which nest is nearby. All of it needs the answer to be within scan radius. But the moment you most need to know where duct tape comes from is the moment there is none of it anywhere near you — and that is exactly when the markers have nothing to say. ``` /mat where duct tape [Materialist] Duct Tape — where to get it, best first: Zombie loot bag — 31.2% per container, ≈4 to open each Rolling Toolbox — 9.43% per container, ≈11 to open each Garage Storage — 8.2% per container, ≈13 to open each Cars — 5.37% per container, ≈19 to open each (e.g. School Bus, White Minivan +4) Collapsed Workbench — 4.38% per container, ≈23 to open each Tool Box — 3.77% per container, ≈27 to open each (e.g. Shelf, Toolbox) … and 21 more source(s). ``` It reads the game's own loot tables, block drop lists and animal harvest tables — the same three families the scanners read, through the same perk gate — so what it says can never disagree with what it marks. A perk-gated drop you can't earn isn't listed, and an item that nothing in the world drops says so plainly rather than printing an empty list. `/mat source` is the same command. **Odds now come with the work they cost.** A percentage is a fact; the number of cars you have to break open is a decision. Every odds line in the mod gained the effort figure it implies — `5% per harvest, 1 each, ≈20 harvests each` — on `/mat track`, `/mat status`, the F2 hover key and the new `where` output. A drop that already yields one per attempt on average says nothing extra, so a 110-wood tree stays quiet. Naming took the most care here. A loot list is a category (`cars`) and the blocks using it are its members (`School Bus`, `White Minivan`), so naming a row after one member is actively misleading — a player told "School Bus" goes looki…
アーカイブ Materialist V0.11.0 (Game V3.0.0 - V3.2.0) v0.11.0
更新履歴(changelog)
- **Verified on game 3.2 — `GAME_VERSIONS` widened to `V3.0.0-V3.2.0`.** Every external member the DLL binds to resolves against 3.0.0, 3.0.1, 3.1 and 3.2.0, checked with a refcheck that compares parameter TYPES rather than counts; the mod was then loaded and exercised on a real V3.2.0 (b10) client. - **`/mat dump` reaches players for the first time here.** It is written up in the 0.10.0 notes below, but it landed after the 0.10.0 zip was cut, so no published build has ever carried it. Nothing about it changed — it is repeated here so upgraders actually find it. - **Verified on game 3.1 — `GAME_VERSIONS` widened from `V3.0.0` to `V3.0.0-V3.1`.** The old label meant "the last version anyone got round to checking", not that 3.1 was known bad. Anyone on 3.1 was being told to skip a mod that works. Three checks, none of which needs the mod to be played: every external member the DLL binds to resolves against 3.0.0, 3.0.1 and 3.1; the xpath in `mod/Config/` still resolves against 3.1's shipped `Data/Config`; a headless 3.1 dedicated server loaded the mod, applied its Harmony patches and reached `StartGame done` with no exceptions and no dropped XML patch. - **`package.sh` now refuses to build a zip whose label it cannot back up.** New `tools/check_game_versions.py` reads `GAME_VERSIONS`, finds a game build for each version named, and resolves every reference in the DLL against all of them — a claimed version with no build available fails too, rather than quietly passing. It also compares `GAME_VERSIONS` against the same claim spelled in C#, so the zip name and the line the mod prints at startup cannot drift apart. This is the check that would have caught DroneAutomation v0.7.3, which shipped labelled `V3.0.0-V3.1` and could not run on 3.0.0 at all: it was built against a newer game, which moved `AddItem` onto a base class 3.0.0 does not have. Build against the **oldest** version you claim — a reference made on a derived type still resolves on newer builds, but one made …
アーカイブ Materialist V0.11.1 (Game V3.0.0 - V3.3.0) v0.11.1
更新履歴(changelog)
- Works on game 3.3. Game 3.3 rebuilt how every container, the backpack and the toolbelt hold their items, and changed how an item stack is read. On 3.3 that made 0.11.0 throw an error from every ingredient row in the crafting window and the tracked-recipe overlay, and left the scanner, the loot highlight and Take Needed dead. Materialist now reads all of those in a way that works on every game version from 3.0.0 to 3.3.0, from one download. - If a later game update moves them again, Materialist says so once in the log at startup and switches itself off, instead of logging an error per ingredient row. - Not yet used in a 3.3 game.
MOD 解説
素材の名前を指定するだけで、それを入手できる場所が壁越しにすべて表示されます:木、植物、鉱石、解体できる車、未開封の戦利品、動物、自分の箱など。Shift+F2:名前で何でも検索し、実際のドロップ確率付きで入手源をすべて確認し、追跡できます。
原文(英語)を表示
Name a material and every place you can get it lights up through walls: trees, plants, ore, cars to salvage, unopened loot, animals, your own boxes. Shift+F2: find anything by name, see every source with real drop odds, track it.
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
