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Deactivate EAC in 7 Days to DieTurn off EasyAntiCheat for DLL mods & overhauls

EasyAntiCheat (EAC) blocks DLL-based mods. For overhauls such as Darkness Falls, you therefore have to turn off EAC both on the server and in the client. This guide shows when that is necessary, how it works - and what the consequences are.

EACEnabledserverconfig.xmlClient launcherOverhauls

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When does EAC have to be off?

EasyAntiCheat prevents DLL/Harmony code from loading. For pure vanilla and server-side XML modlets, EAC stays on. As soon as you use an overhaul or a DLL mod, EAC has to be off - otherwise the mod is blocked or players are disconnected. As a rule of thumb: XML modlet = EAC on, DLL mod/overhaul = EAC off.

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Deactivate it on the server

In the serverconfig.xml, set the property to false:

<property name="EACEnabled" value="false"/>

Save and restart the server. You can conveniently change the setting in the config editor in the web interface.

Deactivate it in the client

Every player also has to turn off EAC to join a server without EAC. This is done in the 7 Days to Die game launcher: when you start via Steam, a launcher window appears in which you choose EAC off (or "Play without EAC"). Alternatively, there is a launch parameter in the Steam launch options. Without this step, joining a server without EAC fails.

What you should keep in mind

  • No crossplay: without EAC, playing together with console players is not possible - servers without EAC are PC mod servers.
  • Less protection: without anti-cheat, the risk of cheating rises - usually uncritical for private/community servers with known players.
  • Consistency: the server and all clients have to have the same EAC setting and the same mods.

Which mods tolerate EAC - and which do not

EAC does not have to give way for every mod. The line runs along the question of whether a mod brings executable code or only changes data:

  • Runs with EAC: pure XML modlets that adjust recipes, values, loot tables or block properties. As long as only XML files are involved, EAC has no objection.
  • Needs EAC off: anything with a .dll in the folder - i.e. Harmony patches, new user interfaces, custom game mechanics and practically every big overhaul such as Darkness Falls or Undead Legacy.

So if you only want to adjust gathering rates and recipes, you can leave EAC on and keep both the cheat protection and playing together with console players. Only the first DLL mod forces the decision.

If in doubt, a look into the mod folder helps: if it contains only a Config directory with XML files, it is a modlet. If there is a Harmony folder or a .dll, EAC has to be off.

Typical error patterns

Almost all problems around EAC can be distinguished by one feature: when exactly does it abort?

  • Kicked right when joining. Server and client are not on the same EAC setting - either EAC is still active on the client or the other way round. Both sides have to match.
  • Kicked after a few minutes. Points to a mod that only becomes noticeable when used. Common when EAC is off on the server but a player still has it active on the client side.
  • The server does not start at all. Then it is not EAC but the mod itself - usually a version that does not match the current game version. See install mods.

After every larger 7 Days to Die update, it is worth checking again: updates occasionally reset the setting in the serverconfig.xml, and mods need a matching version anyway. Back up the server folder beforehand via WebFTP or SFTP - backups are self-service with us, see create backups.

Frequently asked questions

Set the EACEnabled property to value="false" in the serverconfig.xml and restart the server. Easiest via the config editor in the web interface.

Yes. Every client has to deactivate EAC in the game launcher (Play without EAC) to join a server without EAC - otherwise the connection fails.

Crossplay with consoles is no longer possible, and the anti-cheat protection is gone. For overhaul servers with a known community, this is the usual and necessary way.

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