A kata is a small, repeatable exercise you do to build a skill. This series is eight of them for 7 Days to Die modding, in order, each one a self-contained mod you actually build and load. Kata 1 changes a single number. Kata 8 is the shape of a full overhaul. By the end you understand every layer the big mods are made of, because you will have built a small version of each.
Every command, file name, and example in this series is checked against the official 7 Days to Die wiki and the V3.0 "Dead Hot Summer" release notes, not guessed. Where 3.0 changed something (it changed a lot for mods), the kata says so and shows both.
Mods/ folder, and that is a PC feature - console cannot load custom mods..../steamapps/common/7 Days To Die/Mods), and the same path exists on a dedicated server. Create the Mods folder if it is not there yet. If you have never installed one, do the mod installation walkthrough first.Do them in order - each one assumes the skill from the last.
| # | Kata | What you learn | Layer |
|---|---|---|---|
| 1 | Your First Modlet | The Mods folder, ModInfo.xml, the config folder, and one <set> XPath edit. Load it and see the change. | XML |
| 2 | The XPath Toolkit | All seven XML commands (set, setattribute, append, insertAfter, insertBefore, remove, removeattribute) and the XPath predicates that target exactly the node you mean. | XML |
| 3 | Add an Item, Recipe & Localization | append a brand-new item and recipe, name it with Localization, and give it an icon. | XML |
| 4 | Server-Side Content: Zombies & Spawns | entityclasses.xml + entitygroups.xml to add a custom enemy and make it spawn - the EAC-friendly, server-only content pattern. | XML |
| 5 | Custom Assets: Icons, Models & Bundles | The Resources folder, custom icons, and Unity AssetBundles - where mods stop being pure XML. | Assets |
| 6 | UI Mods with XUi | The XUi window system and the V3.0 overhaul (templates.xml, the new binding model, visible). | UI |
| 7 | Code Mods with Harmony (C#) | A compiled DLL, a Harmony patch, the EAC-off requirement, and V3.0's single publicized assembly. | Code |
| 8 | From Modlets to a Full Overhaul | Load order, dependencies, distribution, and why overhauls take months to re-port to a new game version. | All |
All eight katas are live. Do them in order - each one assumes the skill from the last.
Almost every 7DTD mod is one or more of four layers, and this series climbs them in difficulty order:
Mods/ folder. No compiling, no Unity, EAC-friendly. Most "modlets" never leave this layer, which is exactly why the server-side packs that re-port to a new version fastest are XML-only.A full overhaul (Kata 8) is all four at once, which is why it is last - and why a game-version jump like V3.0 takes overhauls months to clear while a one-file XML modlet clears it in an afternoon. See the 2026 Mod Status Tracker for who is where on that curve, and what V3.0 changed for modders.