Description
# XMRCore – Advanced Modding Framework for 7 Days to Die
XMRCore is an **independent mod** that expands the possibilities of *7 Days to Die* far beyond what can be achieved with XML alone.
Originally created as a tool for customizing the game’s UI (adding new controllers, bindings, and visual elements), it has since grown into a powerful system that also enhances gameplay.
With recent updates, XMRCore now provides:
– Extended support for zombies (behaviors and new features)
– Items and crafting improvements
– Blocks and structure functionality
– Vendor and NPC enhancements
– Internal fixes to prevent conflicts with other mods
– The ability to **create and install mods directly from the in-game menu**
### ❓ FAQ
**What is XMRCore?**
A modding core that extends both the UI and gameplay systems of *7 Days to Die*. It unlocks functions impossible with XML alone, giving modders freedom to innovate.
**Can I use XMRCore to create a mod installation menu?**
Yes. XMRCore already includes ready-to-use controllers for that purpose. With basic XML knowledge, you can build an installation menu inside the game.
**Is it allowed to use XMRCore in UI/Overhaul mods?**
Yes, any modder can use it to expand UI or gameplay functions.
However, there are license conditions:
– Do not rename the XMRCore folder.
– Do not copy the `.dll` file outside its folder.
(Read the included license for full details).
**Can I use XMRCore with Quartz?**
Yes, but with some considerations:
– If using `Quartz.ItemInfoWindow, Quartz`, some texts in the `itemInfoPanel` may remain untranslated.
– XMRCore must always load **after Quartz**, never before.
### ✅ Summary
XMRCore is not just a framework – it’s an **independent mod** that provides extended bindings, controllers, and gameplay support, unlocking a new level of customization in *7 Days to Die*.
Whether you’re a player using UI mods or a creator building entire systems, XMRCore is the foundation that makes it possible.
It may be a drawback, but XMRCore is mostly available only for stable versions of 7 Days to Die. This can be solved by interacting with me on Discord. Thank you for your understanding!
Changelogs
Patch Notes 2.2.5
- Added new attribute type int ‘ammo_hud_height’ to (XUiC_CollectedItemList or XMR_Core.XMR_CollectedItemList, XMR_Core).
- Added new attribute type int ‘vehicle_hud_height’ to (XUiC_CollectedItemList or XMR_Core.XMR_CollectedItemList, XMR_Core).
- Added new attribute type bool ‘remove_default_move’ to (XUiC_CollectedItemListt or XMR_Core.XMR_CollectedItemList, XMR_Core).
- Added new attribute type int ‘stealth_hud_height’ to (XUiC_BuffPopoutList).
- Added new attribute type bool ‘remove_default_move’ to (XUiC_BuffPopoutList).
- Added new binding {allstatscurrent} for (XUiC_HUDStatBar), not use in vehicle health.
- Added new binding {allstatsfill} for (XUiC_HUDStatBar), not use in vehicle health.
- Added new binding {forceactiveitemicon} for (XUiC_HUDStatBar) (required, stat_type=”ActiveItem”).
- Added new binding {forceactiveitemname} for (XUiC_HUDStatBar) (required, stat_type=”ActiveItem”).
- Added new binding {activeitemicon} for (XUiC_HUDStatBar) (required, stat_type=”ActiveItem”).
- Added new binding {statammocountmax} for (XUiC_HUDStatBar) (required, stat_type=”ActiveItem”).
- Added new binding {playerLevel} for (XUiC_HUDStatBar).
- Added new binding {playerLevelname} for (XUiC_HUDStatBar).
- Added new binding {playerxpnexttitle} for (XUiC_HUDStatBar).
- Added new binding {playerlevelfill} for (XUiC_HUDStatBar).
- Added new binding {playerxpnext} for (XUiC_HUDStatBar).
- Added new binding {currencyamount} for (XUiC_HUDStatBar).
- Added new binding {daytimetitle} for (XUiC_HUDStatBar).
- Added new binding {daytime} for (XUiC_HUDStatBar).
- Added new binding {statnewvisible} for (XUiC_HUDStatBar).
- Added new attribute type bool ‘copy_textures’ to (response_entry).
- Added new attribute type string ‘fill_the_texture_location’ to (response_entry).
- Added new binding {HasPrefabPreviewTexture} to (response_entry).
- Added new binding {prefabPreviewTexture} to (response_entry).
Previous Updates
Patch Notes 2.2.4
- Added new attribute ‘texture’ (loadingscreen.xml).
- Added new attribute type string ‘fill_the_texture_location’ to (loadingScreen).
- Added new binding {showtexture} to (loadingScreen)
- Added new binding {tipstexture} to (loadingScreen)
Patch Notes 2.2.3
- Update to 7dtd 2.2 (b3) Stable
- XUiC_PrefabPreview Now works with the original prefabricated texture valid to make a prefabricated preview when you hover on the seller’s missions.
- Added new texture name ‘poiPreview’ for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new sprite name ‘imagePreview’ for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {hasprefabtexture} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {hasprefab} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabimage} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabname} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabnamemore} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabtier} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabbiome} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabworkname} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabdistance} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new binding {prefabnight} for XMR_Core.PrefabPreview, XMR_Core (required, windowResponses).
- Added new sprite name ‘npcportrait’ to (windowResponses).
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Credits: Djtriplexmr
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