Published on · last updated on
The Mods folder
In 7 Days to Die, mods live in the Mods folder in the server directory. Every mod is a subfolder with a ModInfo.xml. You upload them via the WebFTP file manager in the browser or with an SFTP client. After uploading, a server restart is required for the mods to be loaded.
7 Days to Die server hosting from €7.99 / month
Prepaid without a contract, DDoS protection up to 250 Gbit/s.
View plans & pricesModlets: server-side & uncomplicated
Modlets are small mods that adjust existing values via XML/XPath - for example larger stacks, more slots, new recipes or additional zombies. Many of them are purely server-side: they run with EAC active and without players having to install anything. Ideal for carefully extending vanilla without raising the entry barrier.
Overhauls: big rebuild, EAC off
Overhaul mods such as Darkness Falls, Undead Legacy or War of the Walkers change the game fundamentally and often contain DLL/Harmony code. They require:
- EAC off - in the serverconfig.xml and in the client launcher.
- Client files - every player installs the same mod version.
- More RAM - overhauls are considerably more resource-hungry.
Keep an eye on versions
Mods are tied to a specific game version. After a big game update, a mod may temporarily not run until the author updates it. So check before the update whether your mods have already been released for the new version - especially with overhauls that bring many individual files.
Take a backup before every update. Backups are self-service throughout with us via WebFTP or SFTP - see create backups. That keeps the way back open if a mod has not caught up yet.
Do players have to install the mods too?
This is the question that decides how much effort your server takes - and the answer depends solely on whether the mod only changes data or also the presentation:
- Purely server-side. Modlets that only adjust values - gathering rates, recipes, loot tables, blood moon behavior - run on the server alone. Your fellow players install nothing and only notice the changed game.
- Client-side as well. As soon as new items, blocks, enemies or user interfaces are added, every player needs the same mod in the same version. If it is missing, joining aborts or textures are missing.
For an open server, server-side modlets are therefore the much lower-maintenance choice: you can change them at any time without anyone having to do anything. As soon as an overhaul is involved, on the other hand, you need a short guide for your community - and have to renew it with every update.
Troubleshooting when the server does not start
Faulty mods rarely announce themselves clearly in 7 Days to Die. This order leads to the cause fastest:
- Check the folder structure. Every mod needs a folder of its own with a
ModInfo.xmldirectly inside it. A folder that only contains another folder - the classic unpacking mistake - is ignored. - EAC. If a mod brings a
.dll, EasyAntiCheat has to be off. See deactivate EAC. - Test individually. Take all mods out of the folder and add them back one at a time, with a restart in between. That sounds tedious, but it is the only reliable way to find the culprit.
- Read the logs. The server log file names the mod at which loading aborted - usually with a line that contains the folder name.
If the server runs but players are kicked when joining, it is not a loading problem but a matching problem between client and server - more on that under join a server.
Frequently asked questions
Rent your own 7 Days to Die server
Vanilla or modded with overhauls such as Darkness Falls, EAC switchable, Navezgane & RWG worlds, RCON & config editor - prepaid, made in Germany.
View plans & prices7 Days to Die server hosting
from €7.99 / month
Prepaid without a contract, DDoS protection up to 250 Gbit/s, hosted in Frankfurt am Main.
View plans & pricesRead more
- 7 Days to Die server - overview
- Deactivate EasyAntiCheat (EAC)
- Install Darkness Falls
- serverconfig.xml explained
- Become admin (serveradmin.xml)
- Create & restore backups
Discover more