MOD Wiki / Broken Vending Machines Are Lootable

Broken Vending Machines Are Lootable

Quick version and risk notes for Broken Vending Machines Are Lootable.

Images

Preview images recorded from the source listing.

Broken Vending Machines Are Lootable image 1
Broken Vending Machines Are Lootable entry mark, shown when no source screenshot is recorded yet. 7DTD Signal

Details

Broken Vending Machines Are Lootable affects a specific part of 7 Days to Die. Check the changed system, then test a copy before changing a main save or server.

UI files often feel low-risk in solo play, but server rules, EAC policy, localization, and other HUD packages can still conflict.

Blocks and base use

Broken Vending Machines Are Lootable is mainly worth checking through block placement, pickup, upgrade, and repair, traps, power, doors, and devices, base persistence and multiplayer permissions, trader stock, prices, and refresh timing, and quests, rewards, and map markers. Do that in a copied save or test server before changing a main world.

Use 7 Days to Die Mods listing for exact file names, branches, screenshots, and update notes, then confirm the in-game behavior listed above still works after a restart.

  • Place the blocks in a copied base, upgrade them, damage them, repair them, and restart.
  • Run the powered or interactive part through a blood-moon-style stress test if relevant.
  • Have another player interact with the block before adding it to a shared base.
  • Check several trader days before deciding the economy is balanced.

Screens affected

Broken Vending Machines Are Lootable shows up on the screens players open every day: inventory, crafting, map, trader, quest, container, vehicle, and settings.

  • A clean launch alone is not enough.
  • Use the resolution and language your players actually use.

Conflict check

UI and HUD packages often conflict with other UI replacements, backpack changes, localization, or server rules.

  • Add UI packages one by one.
  • Check overlap, missing buttons, unreadable panels, and broken item views.

Before installing

Three checks before this MOD goes near a save: the game branch, the install side, and a test copy.

  1. Check the branchCompare Alpha 19; MOD 1.1 with the source page before installing.
  2. Check the install sideThis entry records the install side as Server & Client Side. Confirm which sides need matching files before you install.
  3. Test the changed contentCheck block placement, pickup, upgrade, and repair, traps, power, doors, and devices, base persistence and multiplayer permissions, and trader stock, prices, and refresh timing, then save, restart, and reconnect if the MOD is used on a server.
  4. Test a copyUse a copied world or staging server before regular players join.

Notes before use

Stop here if the source route, branch, or install side does not match your setup.

  • A successful launch proves only that the game starts, not that every screen works.
  • Public servers should state whether client UI files are allowed.

Version and file check

Recorded game
Alpha 19; MOD 1.1
Version range
A16+
Install side
Server & Client Side
Dependency
No confirmed dependency

Listing notice

MOD information on 7DTD Signal is collected from publicly available online sources and rewritten for navigation, compatibility judgment, and player reference. If you are a rights holder and believe any material is used improperly, please submit a feedback request and we will check, edit, or remove the entry promptly.