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Connected storage, nearby crafting, production automation, and loadout management for 7 Days to Die V3.2.

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BaseWorks

Storage, production automation, and loadout management for 7 Days to Die V3.3 b18. BaseWorks connects nearby chests to a Storage Console, lets you craft from accessible supplies, runs orders through native workstations, and swaps saved equipment profiles. It is for solo/local worlds with Easy Anti-Cheat disabled.

BaseWorks was previously called NearbyCraft. The installed folder, DLL, block IDs, and save files still use NearbyCraft so existing worlds and configuration remain compatible.

Download the latest release · Changes · Verification

What it does

  • Connected storage: Search, sort, and transfer items across 8–64 eligible chests through one console. Grouped entries show totals without changing real stack sizes. Deposit all supplies or only those matching items already in storage; reserve carried quantities with KEEP.
  • Nearby crafting: Use accessible supplies from local player storage, vehicles, drones, collectors, workstation outputs, and nearby containers when crafting. Console chest limits do not restrict this feature.
  • Production: Request a quantity or maintain a stock target. BaseWorks plans required intermediate recipes, reserves ingredients, feeds machines and forges, supplies wood fuel, and collects finished output. Jobs show progress, blocked reasons, completed history, and an approximate ETA.
  • Loadouts: A linked locker stores four profiles per world for equipment, the toolbelt, and locked backpack slots. A swap commits only when every needed item exists and outgoing items fit in connected storage.
  • Original block art: Four console tiers, a workshop access panel, and a loadout locker have custom models and icons. The game builds their prefabs from packaged meshes and texture atlases; no Unity asset bundle is needed.

The Storage Console's PRODUCTION section manages orders and machines. Existing Workshop Automation Controllers can remain as access panels linked to a console. DeepBore can optionally export mined output to a linked console.

Install or update

  1. Close the game. Back up the world, generated world, and existing Mods/NearbyCraft folder together.
  2. Extract BaseWorks-2.0.8-V3.3.zip into Mods. The resulting manifest must be at Mods/NearbyCraft/ModInfo.xml.
  3. Keep existing config.json, loadouts.json, workshops.json, and their .bak files when updating. Remove the obsolete Localization.txt from very old installations.
  4. Start the game with Easy Anti-Cheat disabled. Try upgrades, production, and loadout swaps in a disposable world before using valuable items.

Do not remove or downgrade the mod while its custom blocks are placed. Restore the matching world and mod state together if you need to roll back. Version 2.0.7 changes the public name and release packaging; internal IDs and save formats are unchanged.

Storage and production

Place a console near accessible player chests. Press E to open Storage, then choose PRODUCTION to browse recipes, create a CRAFT request, or KEEP STOCKED. The manager starts paused with no orders in a new world. Put ingredients and wood in connected chests and install required tools, such as anvils or crucibles, in their workstations.

The production screen has JOBS, WORKSTATIONS, COMPLETED, and SETTINGS pages. Up to 24 production entries and 24 machines can be managed by one controller. Earlier entries get the first opportunity in each scheduling pass. WORKSTATIONS lets you exclude a machine from feeding and collection without cancelling its native queue.

Device Automatic handling
Workbench and cement mixer Ingredients, native queue, finished output
Forge Raw materials, smelting, native recipes, wood fuel, output
Campfire and chemistry station Ingredients, required tools, wood fuel, output
Dew collector, apiary, chicken coop Native accepted inputs and finished output

Collectors follow their native cycles; install bees, chickens, and upgrades yourself. Sky, water, catalyst, and game settings still apply. BaseWorks does not force chunks to stay loaded or simulate production while an area is unloaded. It supports ordinary non-quality ingredients and safe fixed-tier outputs. Quality-bearing weapons, armor, and tools remain manual crafts.

One-time jobs complete after their queued quantity reaches connected storage. Native queues already running are not cancelled when you pause, remove an order, or exclude a machine. An ETA is an estimate based on current timers and machines, not a guarantee of wall-clock completion. If a game crash or partial restore leaves an order out of step with the native queue, inspect the machine and restore a matching world/mod-state backup.

Console tiers and loadouts

Console tier Maximum connected chests
1 8
2 16
3 32
4 64

The default chest and machine range is 15 blocks, configurable to 1–30. Upgrade kits are crafted at a workbench. Carry the next-tier kit, fully repair the console, close its UI, and use a repair tool's upgrade action. A fully repaired, player-placed console can be picked up inside an active land claim by holding E; re-placement rebuilds its connections.

The Loadout Locker is an access point for the nearest eligible console, not another container. It has no storage of its own. A profile covers equipment, the full toolbelt, and only locked backpack slots; unlocked backpack loot stays where it is. The swap validates item metadata, chest access, locks, capacity, and current player inventory before committing.

Storage controls: left-drag takes up to one normal stack from a grouped entry; right-drag takes half; shift-click uses the game's usual destination rules. DEPOSIT ALL includes eligible locked backpack supplies but leaves the toolbelt and personal reserves alone. MATCHING ONLY deposits only items already represented in unlocked chest slots and skips locked backpack slots. Hold an item on the cursor and choose KEEP to reserve that amount of its type.

Scope and compatibility

  • Storage transfers, loadout swaps, and automation are solo/local-world features. On remote servers or when another client joins a hosted game, nearby crafting falls back to vanilla and console transfers are disabled.
  • Only loaded chunks are scanned. Machines must be near their manager; connected chests use the console's access rules, range, slot locks, and tier cap.
  • Another mod that patches the same crafting or storage behavior, such as Beyond Storage, ProxiCraft, or Craft From Containers, may conflict.
  • BaseWorks checks expected V3.3 crafting patch sites on startup. A mismatch disables its nearby crafting patches for that session; inspect the game log after a game update.
  • Production order state is stored separately from native world state. Back up both together. DeepBore output linking is optional; miner fueling is not automated.

Configuration

Edit Mods/NearbyCraft/config.json while the game is closed. Range and TerminalRange default to 15 blocks; CacheMilliseconds defaults to 250 ms. RespectLockedSlots protects chest locks. PersonalReserves maps internal item names to carried quantities, and the in-game KEEP control sets them without editing JSON. Production orders and links are in workshops.json; profiles are in loadouts.json. Each has a previous-revision .bak.

The optional Linux/Proton backup helper at tools/backup_saves.py is not installed or enabled by the mod. It backs up changed saves, generated worlds, and mods only while the game is closed. See its --help output and verify an archive with python3 tools/backup_saves.py --verify /path/to/archive.zip before restoring it.

Build and verify

Building requires the installed V3.3 game assemblies and .NET SDK. The default game path is set in NearbyCraft.csproj; override it when needed:

dotnet build NearbyCraft.csproj -c Release -p:GamePath="/path/to/7 Days To Die"
bash tools/test_fast.sh --full

The Release target creates dist/BaseWorks-2.0.8-V3.3.zip. The archive contains the stable NearbyCraft/ mod folder. The test matrix covers planners, persistence, transactions, API signatures, XML/package rules, and backups. Stub and metadata tests do not replace a native gameplay run; see TESTING.md for the current status.

Editable Blender art and rebuild instructions are in design/game_blocks. Runtime meshes and textures are in package/. The repository keeps the authored model source and shipping assets; generated exports and old QA screenshots are left out of the working tree.

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Connected storage, nearby crafting, production automation, and loadout management for 7 Days to Die V3.2.

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