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StarterKits

Starter Kits is a 7 Days to Die mod that allows players to choose from multiple customizable starting kits when beginning a new game.
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Description

Skip the grind, start playing your build, Starter Kits lets players pick a starting kit that instantly unlocks the specific perks/sub-skills a given playstyle needs, without requiring the usual root-skill investment, so a chosen roleplay build is playable from minute one instead of hours in.

Starter Kits lets players choose a starting kit that shapes not just their gear, but their character build. Each kit unlocks a curated set of sub-skills within specific skill categories, without requiring the root skill that would normally gate them, so players can jump straight into the playstyle they want (e.g. a stealth archer, a demolitions specialist, a medic) instead of spending hours grinding skill points just to reach the perks that make that build actually work.

In vanilla 7 Days to Die, committing to a roleplay build usually means a long detour through the skill tree before it becomes viable. Starter Kits removes that friction: pick a kit, and the relevant sub-skills are already active, letting the player express their chosen build from the very start, without the game forcing a generic, one-size-fits-all early game on them.

Kit selection is tracked per world and per save slot, once chosen, it's locked in for that save (reconnecting won't reopen the selection, even for admins), and picks are made through a custom in-game UI built on 7DTD's XUi system.

What it does:
- Shows a dedicated starter-kit selection menu on first spawn.
- Gives class-specific progression boosts (perks, perk books, crafting skills).
- Grants class-specific starter gear where defined.
- Locks the chosen class after confirmation to prevent re-selection abuse.
- Keeps selection data per world/save slot with local DB files.

Selection and lock behavior:
- Players can choose only one class per save.
- After a class is confirmed, Confirm is rejected for new picks.
- Menu can still be opened later for browsing and comparing kits.
- Locked class remains visually marked in the selection grid.

Data and anti-abuse logic:
- Per-save tracking is stored under Data/saves/<world>/<save>/db.txt.
- Reconnects do not reset class lock.
- New-game detection flow exists to safely reset per-save tracking when required.
- Runtime save files are ignored by git to keep repository clean.

Design goals:
- Fast early-game identity and role direction.
- Fair and predictable server onboarding.
- No external database requirement (file-based persistence only).
- Practical for both casual and organized multiplayer balancing.

Included class themes (examples):
- Huntsman, Farmer, Miner, Ex-Soldier, Hitman, Engineer, Doctor, Demoman, Archer, Scavenger, and more.

Recommended use:
- Install on the same mod set used by players/server.
- Tune kit values for your community difficulty and progression pace.
- Use as a baseline framework to add or rebalance custom classes.

The StarterKits Team

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