7DTD-ScriptingMod
7DTD-ScriptingMod copied to clipboard
Adds scripting support and other useful functionality to 7 Days To Die dedicated server
To avoid relying on resetting a single engine upon script invocation, you could instead cache scripts as objects, and assign each their own engine (doubtful on any significant performance hits)....
The command dj-pos should output the current distance from ground (positive or negative) and the position in map format, like "123N 345E".
Version .12 Problem: Importing a building with signs that have text saved to a new rotation, after import all signs are wiped clean, and no longer has player id tag...
An active bed that gets overwritten by dj-import still shows up as active on the map. The bed should be correctly unregistered for the owner of it.
Go to a the SE point of an area and type ``` dj-regen from ``` Go to the NW point of an area and type ``` dj-regen to ``` The...
Requested by xorex (7dtd forum) via PM: > In other mods there is a command like removeentity, but it can remove only one entity by ID at once > >...
Using this line in a javascript command hangs up and ultimately crashes the server: ```js dump(global); ```
Using this command in a Lua script fails if inspect.js is encoded with UTF-8 with BOM. ```lua local inspect = require('inspect') ```
Right now trader areas are not treaded special in import/export. But traders need to be registered globally, and the trader spawner needs to be set correctly for the trader entity...
When a POI that has sleeper spawners in it is overwritten by something else like air, the sleeper spawners are kept in the chunk and still trigger spawns. Sleeper spawners...