7 Days to Die Admin Coalition Website

Welcome to the 7DAC website. This site is being built as a repository of information about running your own 7DTD server. We will be supplying guides and help on the most common of problems admins may come across.

Along with the aforementioned support, we are looking to provide links to resources for mods and modding as well as linking in media creators. We hope this site comes to be your go to for all your informational needs about creating, running and adminning your own server. Thanks for stopping by.

-Spectral Force and the rest of the 7DAC team.

Linux Server Setup Guide


In this guide we will walk you through the complete start-to-finish setup and configuration of a 7 Days to Die dedicated server on Linux.

If you are looking at this, and are still up in the air about whether to choose Windows or Linux for you host OS, I’ll lay out some basics.


  • The dedicated server on Linux tends to perform on average 10-15% faster than on the same hardware in Windows 7-10. (This is partially due to the lack of a GUI interface, and also because of less junk running in the background. Linux also tends to utilize hardware more efficiently.)
  • A Linux dedi will give you more control over automatic restarts, and live server backups. (Note: backing up files on Windows while the server is active is likely to cause corrupted or incomplete backups due to limitations in the NTFS file system.)
  • Linux is free, and open source. There are many flavors to choose from to suit your level of knowledge.


  • The command line interface can be a little bit overwhelming for people who aren’t used to it. (You can use a desktop version of Linux, or install a GUI on the server version. You will lose some resource overhead and performance gains.)

Getting Started With The OS

The most commonly used versions of Linux for hosting are Ubuntu, Debian, and CentOS. You will want to get started by downloading the desired flavor, getting it onto a USB or DVD, and then installing the OS.

  • Ubuntu
    Easiest for beginners, or low maintenance servers, and requires very little input from the user during setup. Canonical allows for super easy OS updates without having to restart the server as much. Is based on Debian, and offers a lot of apps and assorted packages.
  • Debian
    Probably the most versatile and feature-packed. Recommended for more advanced users that are familiar with the Linux OS. It’s a lightweight distro, so with will require a bit more setup and configuration to get it running. It’s more stable and secure than Ubuntu, but this can also lead to a lack of software support with new updates.
  • CentOS
    This is based on Red Hat Enterprise Linux, and is extremely robust. It’s long been considered one of the best distributions. It’s the most widely used in the corporate IT world. It’s not real user friendly though, and is less compatible from the gaming and entertainment support perspective.
  • TLDR
    If you’re new, and are still getting used to CLI and/or Linux go with Ubuntu.
    If you’re more familiar with working inside Linux, Debian or CentOS should be your prime choice.

Getting The Dedicated Server Installed

First, a small discussion about how we’re going to do this. There are a plethora of options for you here. You could just install SteamCMD and then use that to manually install the client and configure everything. You could use a Docker image you found pre-assembled somewhere. You could use Allocs Server Management Scripts. Or you can use Linux Game Server Manager.

From personal experience, the First choice is fine if you’re experienced, but it’s going to be a lot more work. It also isn’t as easy to manage.

The second choice is kind of like reaching your hand into a jar and hoping you pick your lucky number. Maybe the docker will be up to date, maybe it will have the tools you need, maybe it will just be a headache and worse than the first choice.

The Third option works OK if you only plan to run a single server. It will limit your capabilities with mods, and will limit your ability to expand later. It is a nice set of tools, and is fairly easy to use for beginners though.

The final Fourth option though is the most robust of them all. LGSM is open-source, is updated regularly, has excellent mod support, and comes with almost all the tools you will need for the basics. It’s additionally much easier to expand with more servers later if you desire.

As a result, we’re going to go with LGSM in this guide. I will walk you through the intricate details, and provide you with all of the tips and tricks I have build up over the years.

Prerequisites for Installation

Most of these are for features of the LGSM scripts to run, so you can trim them down if you want to. Things such as PostScript don’t need to be installed if you don’t plan on using email alerts for the servers. We will be providing you with the full package by default though. Always better to have too much, than too little. 🙂

I have listed the full command to install all of them. Just copy and paste into the command line. If the user account you will be using to install has SuperUser access, then you can skip this step as they will get installed with LGSM.

  • Ubuntu
    sudo dpkg –add-architecture i386; sudo apt update; sudo apt install mailutils postfix curl wget file tar bzip2 gzip unzip bsdmainutils python util-linux ca-certificates binutils bc jq tmux lib32gcc1 libstdc++6 lib32stdc++6 steamcmd telnet expect
  • Debian
    sudo dpkg –add-architecture i386; sudo apt update; sudo apt install mailutils postfix curl wget file tar bzip2 gzip unzip bsdmainutils python util-linux ca-certificates binutils bc jq tmux lib32gcc1 libstdc++6 lib32stdc++6 steamcmd lib32z1 telnet expect
  • CentOS
    yum install epel-release
    yum install mailx postfix curl wget tar bzip2 gzip unzip python3 binutils bc jq tmux glibc.i686 libstdc++ libstdc++.i686 telnet expect

Installing LGSM

  1. Create a user. Use a good password.
    adduser sdtdserver
    NOTE: sdtdserver is just a standard. I recommend using something unique to you. I name mine after the servers they will host. i.e. Zed Rising server is under zedrising user. I will highlight this word in the text where it’s the name of our user.
  2. Give the user account SU access. Not required, but is helpful.
    sudo usermod -a -G sudo sdtdserver
  3. Log into the user account.
    su – sdtdserver
  4. Download linuxgsm.sh with the following command.
    wget -O linuxgsm.sh https://linuxgsm.sh && chmod +x linuxgsm.sh && bash linuxgsm.sh sdtdserver
  5. Run the installer following the on-screen instructions.
    ./sdtdserver install

    Once this is complete, you will have the basics taken care of.

Server Configuration

Now we need to configure the settings for your server. Thankfully LGSM has already resolved the issue of updates wiping your server config! If you navigate to your dedi client folder (/home/sdtdserver/serverfiles), you will notice that there are two .xml files. serverconfig.xml is the default client config file, and we will not be using it at all.
The file we’re going to edit your server settings in is sdtdserver.xml. In this file you will configure the name of the server, and the other intricate details. (Line 36 with the option “TerminalWindowEnabled” will not have any effect since that is an option for the Windows launcher.)

If you want to add information to the “ServerDescription” or “ServerLoginConfirmationText”, you can have a little fun with that. You are able to use the text with line breaks as you would like for it to appear, and can even add colors using hex codes.

“[03F1F5]A 7 Days to Die server[-]” in your Description, will appear like A 7 Days to Die server in the server detail listing. The first set of brackets contain the hexadecimal color code, and the brackets with the minus sign tell it to end the color.

Once you’re done with your server configuration, it’s time to go poke at the LGSM configuration for the server.
You will want to navigate to /home/sdtdserver/lgsm/config-lgsm/sdtdserver. There you will notice three files. _default.cfg, common.cfg, and sdtdserver.cfg. First you will want to copy all of the information inside of _default.cfg to common.cfg because the common file is empty by default. This is the file that will be used for our configuration though, so you need to set it up. If you are still using just the text interface, you can use the command “cp _default.cfg common.cfg”.
Inside of this file you can configure notification alerts for your servers activity. I recommend setting line 82 to “on” for update on Start so that when your server starts up it will check for updates to the client, and automatically install them. You would want this switched to Off if you wish to stay on the current branch, and do not want to update when a client update is pushed. If you wish to set the server to use a specific branch of the client, you can configure that on line 109. Options would be similar to “-latest_experimental” or “-alpha10.4”. It will use this argument when running SteamCMD to download or update the server. For information on how to configure all of the option in this file, you can find the documentation on it here.

Now you aren’t quite done yet. We want to set up a few more things so your server will always be up and running and ready. For the next step, we’re going to set the server up to run at boot. First you will create the file by typing “vi /etc/systemd/system/sdtdserver.service”
Then you will enter the following text into this file.

Description=LinuxGSM 7 Days to Die Server

sdtdserver/sdtdserver start
sdtdserver/sdtdserver stop
RemainAfterExit=yes #Assume that the service is running after main process exits with code 0


Once you’ve entered the text, save it by pressing the Escape key, and then entering zz.
Next you will type the command “systemctl daemon-reload” to update the system to include this file.
Now you can do

  • systemctl start sdtdserver
    This will start the server
  • systemctl stop sdtdserver
    This will start the server
  • systemctl enable sdtdserver
    This will enable the ability to auto-start the server when the system boots.
  • systemctl disable sdtdserver
    This will disable starting on boot

But wait! There’s MORE!
Now you want to enable the monitoring script. Running the monitor script will check that your server is up and running. If the script is unable to find your server active, it will automatically restart it for you. This is especially valuable for scheduled restarts, and for recovering from crashes.
To schedule this, we’re going to have it run once every 2 minutes, and we’re going to set it up in Cron. To open cron use the command “crontab -e” and it will open the cron configuration in the file editor. Enter the following line
*/2 * * * * su – sdtdserver -c ‘/home/sdtdserver/sdtdserver monitor’ > /dev/null 2>&1
Once that line is entered, save and exit the editor.
If you are running the server on a lower-spec machine, you may want to set the command to run every 3 minutes instead. Simply change the first number in that line from a 2 to a 3.

Running your server

Yes, we are finally there! You’re now all set up and ready to start your server. You can either fire it up by using the systemctl commands from above, or you can use “./sdtdserver start” from the home folder of the user account. You can view the full list of commands by typing “./sdtdserver” or via the LGSM page here.

Enjoy hosting your server!

Prefab Editor: Getting Started Basics

Before you start

Prefab Size Limits

The maximum height a prefab can be is around 250-256 blocks/metres high. While there is no hard limit as far as i know on width and length, there is an issue that occurs with large prefabs 250-300+ with the distant mesh overlaying itself over the prefab while your inside it. While it’s possible to overcome this issue, we’ll just keep things simple. Size obviously depends what your building but the smaller it is the easier it will be. Try to aim for no larger than 100×100 if you want it to be compatible with the vanilla RWG generator. If you plan to place it manually, 200 should be ok.

Other limitations

Currently there is a ceiling of around 250-256 sleeper volumes before is starts acting buggy, but if you follow the size recommendations above you shouldn’t need to worry about it. Lights also have 2 limiting factors. 1 performance, lights are very taxing and lots of bright lights with a large range can quickly turn things into a slideshow. The 2nd factor is you can only have custom settings on a limited number of lights. I don’t know the exact number but i’d guess it’s somewhere between 100-256.

The basics

Create a new prefab

Once your in the prefab editor, first thing to do is press ESC and go to the last tab (Prefab Browser) Then “create new prefab”. You’ll be asked to name your prefab, so any name will do and it can be changed later. When renaming a prefab you can just rename the files of the prefab found in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs

There will be a handful of different files for each prefab, just watch out for the .NIM file. It has a double extension and it’s easy to overlook. So don’t forget the .blocks or it won’t load.

Now that it’s been saved you can press ESC and click on save at any point. I’d highly recommend that you create backups and keep the last several. So if something goes wrong or you make a design mistake, you have previous versions to revert back to.

Selection Tool

The prefab editors bread & butter is the selection tool. You press Z and a blue box appears, press it again on another location and the box will fill the area between the 2 points. Using the selection boxes you can create walls in a couple seconds, limit other tools to a specific area, copy and paste entire sections (or even whole prefabs). You can change it’s size by holding SHIFT + G then drag the 3 arrows in the direction you wish to expand the box in. You can also move it by holding G then using WASD and SPACE for up and C for down.

Creative Menu

You’re already in debug mode when you load into the prefab editor. So to open the creative menu just hit U. Here you can get all of the blocks you need. I’d recommend you use the mutiblock variant type blocks if you can, just to save you having multiple concrete blocks on you for example.

Adding Sleepers

If your prefab is intended to be player exploreable, you can add Sleepers too it with the editor. Adding sleepers is a 2 part process, first you need sleeper blocks. These control individual zombies/sleepers. Then you need to group your sleepers in Volumes to control group behaviour and when they spawn.

Sleeper blocks

You can find the sleeper blocks in the Creative menu. There are 2 main types of sleeper blocks, the 1st is generic zombies and the 2nd is individual animal sleeper blocks. Although the zombie blocks all look the same the actual type of sleeper that zombie becomes is controlled by the Sleeper Volume. The blocks control where in your prefab zombie sleepers spawn and what “sleeping” position they will be in once spawned. They also control individual zombie sleeper behaviours like hearing and sight range, so you can set up monster closets. The animal sleeper blocks are a little different as these will determine what animal the sleeper becomes regardless of the volumes settings.

Sleeper Volumes

Once your sleeper blocks are placed you can start grouping them into Sleeper Volumes. If you go to the Level tools tab in the editors tab menu you will find a checkbox called “show Sleeper Volumes”. Once this is enabled you can start editing your volumes, you might not have any volumes in a new prefab and if that’s the case just load up another prefab that does and check the show volumes if it isn’t checked already.

Then you can simply left click on a volume and copy it CTRL + C then go back to your prefab and paste it anywhere CTRL + V. Alternatively there is a “cpy Sleeper Volume” button in the Level Tools tab that can do the same thing. Once you have a volume in your prefab you can just copy it to get more.

To change the volumes settings, left click on a volume and the edges will turn green. You can move the selected volume the same way as the selection box discussed earlier. If you press K you will get the sleeper volumes settings. Here you can select the group of the type of zombie you want to spawn, so if you wanted soldiers select “Group Zom Soldier”. You also need to specify how many zombies will spawn, i’d recommend you only spawn as many sleepers as you have sleeper blocks placed. The 2 boxes for “spawn Count” are minimum and maximum. If you want a set number to spawn everytime just set the same value in each box. If you want them to spawn in the same place everytime enter the value of the total sleepers in the volume in spawn count boxes.

Giving Your Prefab A Distant Mesh

I’d recommend you do this part last. For the most part it’s a one click deal, however it might need some tweaking before hand. Before you click on “update Imposter” to create your mesh i’d recommend you make a backup first and make some edits before going ahead. You want the mesh to be essentially an empty shell, so block up any holes that are open into your prefab (Any Marble painted blocks work well). Another thing of note is terrain won’t “convert” and will simply disappear in the mesh. So if your prefab has raised terrain on the exterior, you will need to use conventional blocks and paints to approximate the terrain for the mesh.

Once your prefab is prepped and ready hit “update Imposter”. This will create a basic version of your prefab and if you sealed it up right, it will be hollow inside. Do NOT save while “show Imposter” is checked it will save the imposter over your actual prefab. Make sure the main prefab is loaded before saving. You can then rename the new .Mesh file if you made a new prefab version for the mesh creation.

Prefab Editor Overview Guide


Z – Place a section box, Use again to define the size. (Defining 2 opposing corners)

U – Creative Menu , You can get all your blocks here.

X – Rotate a selection.

G – Hold to move a selection, use WASD and C for down and space for up. You can also drag the arrows in the centre of the selection box.

CTRL + C – Copy everything in a selection box.

CTRL + SHIFT + V – Paste a preview of the copied selection, Use again to paste.

CTRL + V – Paste contents of a copied selection.

CTRL + G – Mirror a selection by clicking the arrows in the direction you wish to mirror in.

l – Fill a selection with the block selected in your toolbelt.

J – Fill a selection with air.

BACKSPACE – Remove a selection box.

Hold SHIFT – To focus on block you’re looking at.

SHIFT + Left Mouse – Deletes focused block.

F3 – Shows the Debug Window, You can use this to find a blocks name holding Shift to focus on it.

Middle Mouse Button or left CTRL – Puts a stack of 99 blocks that are under your cursor.

K – opens properties menu, You can use this to spawn another prefab into the current prefab.

SHIFT + Arrow Keys – Change the block density of the selected block. This is used to create “smoother terrain” in a prefab.

ESC – Brings up the tab menus and save.

Basic Overview

When you press ESC you get this menu. On the top left you have the usual options and can save the prefab here. The help button will show you some of the keybinds, there are some more in options>controls.

The text on the far right before the tab menus shows the following from top to bottom. prefabs name, size of the prefab, size of the current selection, prefabs loot, Fetch is the number of quest fetch loot blocks in the prefab, restore power is something to do with electricity wiring but as far as i know saving wiring in a prefab is still WIP. Block entities is the number of blocks like draw bridges,doors , blocks with animations essentially. Sleeper shows 2 things. The first number is number of sleeper volumes and the second is minimum and maximum sleepers spawned.

Tab Menus (Going From left To Right)

Tab 1/4 Debug Tools

This tab has many of the options you may already be familiar with such as Fly mode, Physics check boxes etc. You also have several new options such as the Playtest button which loads you & your prefab into an empty world to test sleepers, random helper blocks, stability, etc.

You can also use the time slider to see how the prefab looks at night to test lights. You’ll usually only use Playtest and the time slider on this tab.

I wouldn’t advise turning physics on inside the editor in case it all collapses. The show stability options only works with physics on so don’t worry about those.

You can also ignore invisible & teleport since the area is really small you can zip around with SHIFT + Q easily.

I’ve found the recalc & reload chunks options don’t work as well as simply saving and reloading the prefab, so you likely won’t use those.

Tab 2/4 Level Tools

The level tools tab allows you to show/hide specific things like sleeper volumes boxes, terrain blocks, paintable & unpaintable blocks etc.

When you add sleeper volumes to a prefab you will need to come here first to show sleeper volumes as they are hidden by default.

There are also some buttons at the bottom, clear/fill selection can also be done with a hotkey so you likely won’t need them here.

The Rnd Decorate Sel. Button however has no hot key. This is like the fill function but instead of filling the entire selection with the block in your tool belt it only fills 10% of the area. This option can be used to “Scatter” blocks like trees or decal blocks.

The cpy sleeper volume is how you create new volumes. Select a volume and press the button, another volume will appear above.

Finally the undo/redo buttons. These give a bit of false security because they can’t undo everything (So make frequent backups!)

They can undo placed blocks, painted blocks,pasted blocks but it cannot undo rotating or deleting blocks with the admin guns/tools

Tab 3/4 Level Tools 2

The 2nd level tools tab has lots of useful options, so starting from the top we have Ground level and Move Whole Prefab.

Show Ground Level is hidden by default so you may wish to enable it when first starting a prefab so you always know where to build.

You cannot build under the editors world. So to have an underground area on a prefab you will either need to start the build with the underground part first, then move the ground level up to where it needs to be.

The second option is to move the whole prefab up, if you wanted to add an underground area to an existing prefab.

Show bounds, shows the prefabs dimensions in a visual green box. This can be useful when the prefab is set to copy air blocks and you have 1 stray block cutting a whole wall of air into the world. You can use this to check where the offending block is.

Show Facing tells you which direction your prefab faces North/South, East/west and you can rotate the direction here. This is direction the prefab faces when spawned into a world.

Next up is the replace blocks function. This can be very useful if you want to swap a specific block for another or remove it replacing it with air. It will work on the whole prefab or if you have a selection box selected it will only apply to that area. Something important to note, the block names are not the names as displayed ingame. It uses the block names defined in Blocks.xml. So if you wanted to replace air with stone, it won’t work if you type stone but will if you type terrstone. You can find the actual names of block in 2 ways.

First, quickest is to press F3 and mouse over the block holding SHIFT. The block name will be displayed in the upper left, however that ui element has really bad scaling at higher resolutions. So if you’re using 1440P or higher you may need to lean in to be able to read it. The second way is reading directly from the aforementioned blocks.xml, using something like Notepad++ and searching using CTRL + F. Then simply type/copy into the ingame replace blocks text box. You can find normally the file here: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocks.xml

The update Prefab Thumbnail button will take a quick screenshot and set it as the prefabs thumbnail. It auto hides the hud and allows you to create a quick basic thumbnail. However you can create your own image as long as its a jpg and it any resolution however it is displayed in a 4:3 aspect ratio so the image must also be a 4:3 aspect ratio. Then simply name the image the name of your prefab and move it into your prefab folder.

Next up is the Impostor button. This is how the distant mesh for the prefab is created. It essentially creates a basic “low Res/cost” version of your prefab. when you press it, it will swap out all the expensive blocks with complicated meshes with basic blocks, Draw bridges will become wood blocks for example. It works quite well, however it’s a good idea to create a duplicate of the prefab to create an impostor build version. You can wall off any holes into your prefab with dark painted blocks. The goal is to make it completely hollow, getting rid of everything that’s unnecessary . We only need it to be a basic shell. As long as there are no holes into your prefab it should generate a nice hollow mesh for you. Another note, at the moment terrain blocks will be removed completely by the mesh generator. So if your prefab has terrain that will be visible from a distance, you will need to swap them out in your mesh build version for basic cube and ramp etc blocks. Just don’t save your prefab with the show impostor box checked, it will save the mesh version over your main version, so when you next load it up it will only be the impostor blocks with show impostor on or off.

Strip Textures will remove any paint that has been applied to blocks (they will revert to how they were by default) It also works with selections. Strip Internal Textures as far as i can tell doesn’t do anything at the moment. It may be WIP ground work for a new function in a later version.

Clean density’s is similar to Strip Textures but it wipes block density’s instead of paint textures and finally Measure Prefab Costs is like a prefab performance benchmark. It displays the total vertices & triangles in your prefab, the lower these values the better it is for performance. A “vertex” or “vertices” if more than 1, is where 2 sides of a triangle meet. These are basically the corners of polygons. A “tri” or triangular polygon is a 3 sided polygon, these types of polygons are used for complex models like zombies, traders,weapons and drawbridges etc. simpler models like a wood block are made up of “quad’s” or “quadrilateral polygons” where each face of the block is a four sided polygon. That is why simple blocks are “cheaper” since they’re only 6 quads totalling 24 vertices. Where as something like an npc or zombie may only be made up of tris with 1 less vertices per polygon compared to a quad polygon but they have hundreds to thousands of tris.

Tab 4/4 Prefab Browser

On the final tab is the prefab browser. You can load prefabs from here by selecting a prefab from the list, either by searching or directly from the list. You can also filter the list by group at the top. Then simply click load.

With a prefab selected the Props button will open the prefabs properties without loading it. Here you can assign it to an existing group or create a new group for it. You can also open it in an external editor like Notepad++ from here.

The Clean Prefabs button currently doesn’t do anything , you just get an error in the console that “The method of operation is not implemented”

The 2 other grey out buttons are for loading a existing prefab into your current one. First you place a selection, you can then go to the menu again and select a prefab. After you find the prefab you want to load into yours click the now unlocked Load Into button.

Once you press it after you have your selection down it will display a green selection box and the Place Prefab button will now be unlocked. Once you’re happy with the position press the Place Prefab button. You may need to save and reload for it to update but it should have pasted the prefab into yours.

The final button on the bottom creates a new prefab in a fresh empty world.

How to place a custom prefab in an existing world

To place it, make sure the servers world is installed on your local machine

  • Then go into the world editor from the main menu and you can see how it looks before actually placing it.
  • Press Z in the world editor a blue square will appear then press K and a tiny non scaled menu will show (if your monitor is high res you will need to lean in a bit to read the text:stuck_out_tongue_winking_eye: )
  • Find your prefab made earlier in the list (Will just be what you named it) and select it.
  • Then click the “load into Prefab” button and it will turn into a green square.
  • To move it use Shift + G and either drag the arrows around or use W,A,S,D with Space being up and C being down.
  • Once your happy Press K again and click on “save all prefab positions” and it will update the Prefabs.xml in your game words folder (Generated Worlds)
  • Then you can either open the xml and copy the new line to the servers prefabs.xml or just copy and overwrite the servers prefabs.xml file.
  • Restart the server and if the area it will spawn in has been visited you will need to delete the region file at this point once the server is back up it should be at the desired location on your map and will still be there after wipes (Just gets reset like a normal prefab)

What is a mod?

Mod: an addition or subtraction of a feature done by a person or group that is not part of the game development team.

There are several types of mods for 7 Days to die. I am going to discuss the various types in hopes of giving you a better understanding of the types of mods and their function.

Admin Mods:

The first kind I am going to talk about are Admin mods. Admin mods are server side tools used by admins that help with server administration. The most common admin mods are Alloc’s server fixes, Bad Company Manager (BCM), CSMM Patrons Mod (CPM), and Server Tools (ST).

Each of the above mentioned admin mods all help with admin-ing your server by adding in commands to manage the server.. While most have some overlapping features each one also tends to have their own unique features as well.

Alloc’s Server Fixes are done by Fun Pimp developer Alloc. This is the original admin mod. These add in functionality that seemed to have been overlooked in early development of 7 Days. This mod as well as the others add console commands to teleport players, give players items or experience. You can also buff or de-buff players as well. Alloc’s is also the cornerstone for all the server managers as well due to an included API used to access the server instead of over the dreaded telnet.


A modlet is a mod that adds, subtracts or tweaks the basic (vanilla) game on a small scale.

Modlets can be an xml only mod that is uploaded to the servers Mods folder and pushed to the players game. A simple modlet could change stack values, add a new recipe to an item that isn’t currently craft-able, or remove an item from the game.

A modlet can also be used to bring in new items into the game like a custom block, new vehicle or other new item as well. In the case of adding one of the aforementioned items requires the player to download them and put them in their games mod folder. Again these are a small mod or group of mods that slightly affect the game.

Overhaul Mods:

An overhaul mod is a large mod that overhauls the base game. The most common and popular overhaul mods currently are Ravenhearst and Darkness Falls. Respectively Jax and Khaine have added things like new workstations, new zombies, new perks/skills, as well as a myriad of other things and challenges. Overhaul mods tend to be, but not always, DMT mods. The DMT mods inject new code into the csharpassembly.dll used by 7 Days. DMT mods are NOT eac friendly and that must be disabled to run them.

I hope this has been informative to describe the different types of mods currently out there for 7 Days.

Carrier: Shore View

Resolved Issues

Naz had a ConvexMesh error
Rolling back the driver on the client to the previous one seems to have fixed the issue. It is believed to have been an Nvidia Physx error.

Too many open files for linux:
https://7daystodie.com/forums/showthread.php?40772-SUPPORT-FAQ-Information-and-Common-Solutions&p=429948#post429948SUPPORT FAQ: Information and Common Solutions

Possible Bloodmoon/Horde night fixes:
1. Disable UNET in serverconfig. Set Bloodmoon to day 6. or
2. Delete Main.ttw (note this will reset day/time so note that so you can fix it after the restart.

Resolved Issues Wiretool Glitch:
If a land claim is at 0, 0 and the owner uses a wiretool in its vicinity – errors occur and also server chunk regeneration stops. Players fall through the map. If that chunk is not active, it affects nothing.

Delete the 4 regions touching 0, 0 and use trade protection to prevent players from placing a land claim there. It will never happen again.
-Thanks to Lord Slaughter

Resolved Issue Map fails to load:
Server gets to territory file and reads “End of Stream Exception: Failed to read past end of stream”.

Solution: We have shadow copy turned on (per hour). Roll the decoration.7dt file back and boom – fixed.

Shadow Copy: Search Backup -> Backup Settings -> Turn on "Automatically back up my files" -> More Options -> Set what folders you want to monitor
This is a Windows 10 feature

Previously we would delete the file, which generates a ton of 1hp trees. I am unaware why this file corrupts, but this is the fix. Cheers!
– Thanks to Njinr

Custom prefab distant poi mesh not going away when player is close
At the main menu pres f1 and type: sg OptionsViewDistance 11 i found for a prefab 300m long 11 is enough to stop it persisting but you can go up to 13 if yours is bigger.

Messed up horde night fix: 
So i figured out how to fix my bloodmoons not spawning zombies with out deleting any file.
My problem seems to have started when I changed the time backwards in my server using settime. So i found the F1 command getgamestats or ggs, it shows at top of list when the next bloodmoon will be. I saw that it was roughly around the day that it would have been before changing it. So I set the time to that day, and we just had one hell of a bloodmoon!!!

Newb FAQ Collection

-Default Server Game Port: 26900

-Default Web Control Port: 8080

-Default Telnet Port: 8081

-Default Server Files Self Hosted: C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server

-Default Web Map Port: Web Control port + 2

-Default Server Files Self Hosted: C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server

-Default Server Saves Self Hosted: C:\Users\YOURUSERNAME\AppData\Roaming\7DaysToDie

Ports To Forward

If self hosting the following ports need to be forwarded:26900-26905 TCP/UDP 27015-27030 UDP Control Panel 8080 TCP (IF you plan on using it.) Telnet 8081 TCP (Again, if you plan on using Telnet, tho not recommended).Web MAP 8082 TCP

How To Get The Web Map

-Download Allocs Server Fixes Found Here

-Extract and move the “Mods” folder to your servers root directory

-If the server was running restart

-Open your web browser and put in the address bar http://yourserversip/:YOURSERVERSGAMEPORT+2/static/index.html

-In the bottom left you can login with steam to see the map,players + inventory,Regions,game day,hostiles,land claims

-By default everything is hidden without logging in as an admin, to make the map visible to everyone

-Navigate to your web permissions file C:\Users\YOURUSERNAME\AppData\Roaming\7DaysToDie\Saves (Self Hosted)

-Open and change the permission level at module=”web.map” to 2000

Server Do’s & Dont’s

  • Never use the “settime” command on a server intended to be legitimately played on. It is notorious for messing up everything to do with time hordes,crops,sleepers,loot respawns etc
  • Never delete a region file while the server is running, always shutdown then delete
  • Never shutdown the server by killing the task or closing it any other way other than using using the shutdown command. If it doesn’t shutdown gracefully it can cause data corruption.
  • Always backup regularly if you’re self hosting you can use many options like R.A.T or a powershell script, windows backup anything is better than nothing, You are guaranteed to need a backup at some point
  • Always check the 7DTD forms to see if an update is backwards compatible with a previous versions world before updating

How to Transfer A Generated World/Save To The Server

  • Copy your generated world/Save to your servers GeneratedWorlds/Saves folder >Self Hosted C:\Users\YOURUSERNAME\AppData\Roaming\7DaysToDie\GeneratedWorlds C:\Users\YOURUSERNAME\AppData\Roaming\7DaysToDie\Saves
  • Open your serverconfig.xml file and find <!– World –> -Set the size to the correct value of your world and you can either put the seed for the new world in or just put the name of the new world in. Set the “GameWorld” to the name of your generated world
  • For saves use the name of the transferred saves in “GameName”

How To Install 7DTD Server (Windows)

  • Open steam, go to Library -Select Tools In the drop down on the left
  • Left Click 7DTD Server & Install (This Will Install The Latest Stable Version) To Install Experimental or a different Version
  • Right Click 7DTD Server In Steam and Click Properties
  • Click on the Betas tab on the right end
  • Select your desired version -Click Close and it will start downloading if already installed

Self Hosting Server Hardware Requirements

*Ultimately depends on the number of players

  • CPU: Any quad core cpu that came out in the last 5 years will do fine for the max supported players
  • Ram: 6-8GB Minimum for vanilla 8 players should be fine. More ram will be needed for more players and some mods require much more, also map size increases ram usage so if you want a 16k map you’d be looking at around 32gb minimum
  • Storage: Hard drives will work however i’d recommend at least a SATA SSD
    OS: Windows or Linux Internet Bandwidth: 500kbps per player, 8 players = 4000kbps/4mbps (Upload Bandwidth)
  • Networking: A router/modem that’s able to forward ports (Most ISP routers can) & WIFI will technically work… but no just no
    use a rj45/ethernet cable direct to a switch or to the router/modem

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