All regular mods that go into the Mods Folder with or without “UIAtlases” & “Resources”. Mods that don’t contain .dll files. For example mods downloaded from Nexus.
Just upload a zip file containing a single mod archive in the Control Panel (Files & Mods).
We are currently accepting a zip archive with a single mod in it. If you have e.g. a rar archive with 3 mods in it, what you need to do is to:
Most of the mods don’t need changing the client, but there are some that do. Some mods which contain new 3D models, textures etc. require installation on the client side. Read the docs for the mod carefully.
Mods which contain .dll files and altering the core game distribution. This includes ModPacks, which are not supported (see the link below) as well as mods like Botman or ServerTools which stand up their HTTP servers, allocate additional memory and are de facto a game distribution.
These rules come from the server's mod loader and are the same on every build from 1.4 to V3.3. Each one has an exact line in the server log, so the log tells you which rule a mod failed.
Mods are read. A mod one folder too deep (Mods/MyMod/MyMod/ModInfo.xml, the usual result of unzipping into a new folder) is never seen, and a mod folder packed inside another mod is never a mod of its own. Log line: Folder X does not contain a ModInfo.xml, ignoring.ModInfo.xml is spelled exactly like that. Windows ignores letter case, a Linux server does not, so Modinfo.xml works in single player and is skipped on a server.<xml><ModInfo> (the Alpha 19 and Alpha 20 layout) logs ModInfo.xml in legacy format. V2 required to load mod. The current layout puts Name, DisplayName, Version, Description, Author and Website directly under <xml>.Name may only contain letters, digits, _ and -, and DisplayName must not be empty. A space or an apostrophe in Name logs does not define a valid non-empty Name. The folder name is free.Name: the second is ignored. Log line: Mod with same name (X) already loaded, ignoring. The commonest case is a second copy of TFP_Harmony next to the game's own 0_TFP_Harmony.%APPDATA%\7DaysToDie\Mods on Windows), then the one in the game folder. A copy in the first wins over a copy in the second.XML patch for "file" from mod "Name" did not apply. On V3.0 and later a mod that keeps its text in Localization.txt or its interface files under Config/XUi loads too, and those files are never read. The V3.0 checklist covers that.See ModPacks for more information about modpack support and installation.
By default: %APPDATA%\7DaysToDie\Mods on Windows, ~/.local/share/7DaysToDie/Mods on Linux, or ~/Library/Application Support/7DaysToDie/Mods on macOS. Each modlet goes into its own subfolder containing a ModInfo.xml manifest. The 7D2D Mod Launcher handles this automatically - it's the recommended path for major overhauls (Darkness Falls, Undead Legacy, War of the Walkers).
Yes for most server-side and gameplay-affecting mods. Easy Anti-Cheat blocks unsigned modifications. The Mod Launcher disables EAC automatically when you launch through a modpack profile. Manual launch: pass -noeac as a launch parameter or disable EAC in launcher options.
Yes. Server-side mods install into the dedicated server's Mods/ folder; clients need a matching modlist on their machines to connect. Major overhauls (Darkness Falls etc.) ship server + client packages. For managed hosting that handles this, see 7d2d.net hosting - modpacks pre-installed with one click.
Likely yes for most modlets. Major version bumps usually break XML targets. Mod maintainers typically publish updated builds within days-to-weeks. Track V3.x status on the V3.0 Sandbox Siege release watch.
Looking for other mods? Browse all 7 Days to Die mods - Darkness Falls, Undead Legacy, Ravenhearst, plus 20+ quality-of-life modlets. Or grab them through the 7D2D Mod Launcher.