7 Days to Die ships with a Random World Generator (RWG) that builds a complete map — terrain, biomes, roads, towns, traders, wilderness POIs — from a seed string. The in-game UI exposes a few options (size, seed, biome ratio sliders), but the rule set the generator obeys is in XML on disk. Editing it lets you change biome weighting, town density, road style, and prefab placement rules. This guide covers the file you'd touch, the UI lever to use first, and where third-party tooling fits.
Before touching XML, exhaust the built-in options. From the new-game / dedicated-server-config flow:
WorldGenSize in serverconfig.xml (range 2048–16384, default 4096). Larger maps take exponentially longer to generate and to render in client view-distance terms.WorldGenSeed in serverconfig.xml (default asdf). Same seed + same size = same map.If a UI slider gets you what you want, stop there. The XML edits below are for cases the UI can't express.
rwgmixer.xmlThe generator's rules live in Data/Config/rwgmixer.xml in the game install. (A copy ships with the dedicated server install too.) The wiki's RWG entry confirms this is the file that controls cell-size and the surrounding generation rule structure: cell rules, hub rules, wilderness rules, and prefab rules. Editing this file changes the generation behavior for every world built afterward.
Don't edit the shipped file directly. Patches break, mods conflict, and you lose your changes on a Steam validate. The right pattern is a modlet — a small mod folder under Mods/ that contains a Config/rwgmixer.xml using XML-patch syntax to override specific elements without replacing the whole file.
A minimal modlet looks like:
Mods/
YourRWGTweaks/
ModInfo.xml
Config/
rwgmixer.xml <!-- contains <append> / <set> / <remove> XPath patches -->
The patches use elements like <set xpath="..."> to change values, <append xpath="..."> to add new rules, and <remove xpath="..."> to delete rules. The same pattern applies to all Data/Config/*.xml files in the game.
rwgmixer.xmlThe file is organized into rule categories. Knowing the structure helps you target XPath patches correctly:
The exact element names and attribute keys vary between game versions. Always open the live Data/Config/rwgmixer.xml from your current install and read the structure before patching — V2.6 may have introduced or renamed elements that older guides describe.
Conceptually, here's what people most often try to change. The exact XPath depends on your version's file structure — open rwgmixer.xml first and locate the matching elements before patching.
Important detail: when the server first generates a world from a seed + size + rwgmixer ruleset, the result is written to GeneratedWorlds/<world-name>/. After that, the server loads from that folder rather than regenerating. So:
rwgmixer.xml after the world has been generated, the existing world doesn't update — it's already on disk.GeneratedWorlds/ (or change the seed/size, which produces a new world name) and let the server regenerate.Several community tools build on or replace the built-in RWG. The landscape moves fast and tool maintenance is patchy after each major game update — verify any tool you choose has been updated for V2.6 before relying on it. Names you'll encounter in community guides:
GeneratedWorlds/. Check its repo / forum thread for V2.6 status before using.If you use any of these, verify the tool's current compatibility against your installed game version. A map generated for an older version may have biome or POI references that the new version no longer ships with, and the world will fail to load with errors in the log (see Log Masterclass).
Mods/ with the rwgmixer patches.WorldGenSeed in serverconfig.xml so the world generates with your patches applied.debugmenu mode (see Admin Command Deep Dive), check whether the rule changes had the visible effect you wanted.GeneratedWorlds/, restart, and regenerate.Iteration is slow because each test requires a full world regen. Keep test worlds small (2048) while iterating on rules; only scale up to your real size once the rules behave as you want.
WorldGenSeed, WorldGenSize, GameWorldMods/