KATA 8 OF 8 · ALL LAYERS
You now know all four layers: XML (Katas 1-4), assets (5), XUi (6), and code (7). An overhaul like Darkness Falls is not a different kind of mod - it is all four at once, scaled up. This capstone is the architecture that holds them together, and the costs that come with combining them.
Open any large overhaul and you see every layer you have learned, in one folder:
DarknessFalls-style overhaul/
ModInfo.xml
TheOverhaul.dll <- Kata 7: new mechanics in C#
Config/ <- Katas 1-4: items, blocks, recipes, entities, progression
items.xml blocks.xml recipes.xml entityclasses.xml entitygroups.xml
Localization.txt (Localization.csv on V3.0)
XUi/ XUi_Common/ <- Kata 6: reworked HUD and windows (XUi_InGame on V3.0)
Resources/ <- Kata 5: custom models, textures, icons, sounds
*.unity3d UIAtlases/
There is nothing here you have not built a small version of. The difference is scale (hundreds of XML edits, dozens of assets) and the fact that the layers interact - a C# system reads a custom item that has a custom icon and shows it in a custom UI window.
7 Days to Die loads mods from the Mods/ folder and applies their XPath patches in sequence, so when two mods touch the same node, the one that loads later wins. There is no rich dependency resolver, so overhauls handle prerequisites by convention:
Combining the layers inherits the cost of the highest one. Because a full overhaul includes code (Kata 7) and assets (Kata 5):
Overhauls reach players three ways: the 7D2D Mod Launcher (which installs the pack and pins the matching game branch automatically - the smoothest path for big mods on older branches), Nexus Mods, and the author's own GitHub or Discord. Whatever the channel, the rule from Kata 5 holds: the server and every client run the same files.
This is the payoff of the whole series. When the game makes a major jump - V3.0 "Dead Hot Summer" is the live example - an overhaul has to re-clear every layer at once:
Localization.txt to .csv, move entitygroups.xml to proper XML (Katas 3-4).Assembly-CSharp.dll, fix override visibility (Kata 7).templates.xml / XUi_InGame and the new binding model, swap force_hide for visible (Kata 6) - usually the longest pole.A one-file XML modlet clears all that in an afternoon; a four-layer overhaul takes months, which is exactly the pattern on the 2026 Mod Status Tracker - and why the "which mods run on V3.0 already" list is short and full of small XML modlets, not overhauls.
Eight katas, four layers, from one <set> to a full overhaul. You will not have memorised every property name - nobody has - but you now know where everything lives, which layer a given change belongs to, and how to verify it against the game's own files. That is the actual skill: not knowing the answers, but knowing exactly where to look. Go build something, and when V3.0 stable lands, you will understand precisely what your mods need to re-clear.
Where to go next: browse the full mods directory for working examples of every layer, check the 2026 Mod Status Tracker to see which overhauls are current, and start back at the kata hub if you want to drill a specific layer again.