Mod Installation
Installing mods in 7 Days to Die is straightforward once you understand where mods live and the difference between a local (client-side) install and a server-side install. Almost every mod loads from a folder named Mods in the game or server directory, with each mod sitting in its own subfolder alongside a ModInfo file that describes it.
This page walks through both install types, explains when players need matching mods, and covers Easy Anti-Cheat (EAC), which trips up most first-time modders.
The Mods Folder
- Mods load from a
Modsfolder at the root of the install (the same folder that holds the game or server executable). - If a
Modsfolder does not exist yet, create one — the game reads it automatically on launch. - Each mod goes in its own subfolder, for example
Mods\MyAwesomeMod\. That folder should contain aModInfo.xmlfile and the mod'sConfig,Harmony, or asset files. - Do not double-nest.
Mods\MyAwesomeMod\ModInfo.xmlis correct;Mods\MyAwesomeMod\MyAwesomeMod\ModInfo.xmlwill not load.
Local (Client-Side) Mods
A local mod is installed on your own machine and affects your singleplayer games and how your client behaves. Cosmetic and interface mods — custom UI, textures, sounds, HUD tweaks — are the classic client-side mods.
How to install
- Find your game folder. In Steam, right-click 7 Days to Die, choose Manage → Browse local files. The path looks like
...\steamapps\common\7 Days To Die. - Open (or create) the
Modsfolder in that directory. - Unzip the mod and copy its folder into
Mods, so you end up with7 Days To Die\Mods\<ModName>\ModInfo.xml. - If the mod uses DLL/Harmony code, launch the game without EAC (see below).
- Start the game. You can confirm a mod loaded from the mods list on the main menu or by opening the console with F1.
Removing a local mod
- Delete its folder from
Modsand restart the game. Back up your save first if the mod added items or blocks, since removing content mods can break saves that rely on them.
Server-Side Mods
A server-side mod is installed on the dedicated server or host machine and applies to everyone connected. Loot, spawns, recipes, entity stats, and game rules are commonly handled here so the whole session shares the same ruleset.
How to install
- Open the server's install directory (the folder containing the dedicated server executable).
- Create or open the
Modsfolder there and copy each mod's folder into it, exactly as you would locally. - If any mod requires it, disable EAC in the server settings by setting
EACEnabledtofalseinserverconfig.xml. - Restart the server so it re-scans the
Modsfolder on boot. - Tell your players which mods (if any) they also need to install locally — see below.
Local vs Server-Side: Key Differences
- Scope: A local mod only affects your client and singleplayer. A server-side mod affects every player in that server's session.
- Location: Local mods go in your game's
Modsfolder; server-side mods go in the server'sModsfolder. - No automatic download: 7 Days to Die does not push mod files to connecting players. Unlike some games, there is no built-in mod sync, so anything a client needs must be installed on that client manually.
- What can run server-only: Purely server-authoritative XML changes — loot tables, spawn rates, recipe tweaks, entity and economy values — generally work with the mod on the server only, because the server is the source of truth for those values.
- What must match on both sides: Mods that add new content (items, blocks, prefabs, assets) or use DLL/Harmony code usually need to be installed on the server and every client. Mismatched content mods cause missing-asset errors, failed connections, or kicks.
- What can run client-only: Cosmetic and interface mods (custom UI, textures, sounds) can run on a client without the server having them, since they never touch server-authoritative data.
A simple rule of thumb: if a mod changes numbers the server owns, put it on the server; if it adds things you can see or interact with, put it everywhere; if it only changes how the game looks or feels for you, keep it local.
Easy Anti-Cheat (EAC)
- Most code-based mods (anything with a DLL or Harmony patch) require EAC disabled. With EAC on, those mods are blocked and can prevent the game from starting.
- On the client, launch using the "Play (No EAC)" option in the game launcher, or turn EAC off in the launcher settings.
- On a dedicated server, set
<property name="EACEnabled" value="false" />inserverconfig.xml. - Pure XML modlets that only change config values can often run with EAC enabled, but when in doubt, disable it for consistency between server and clients.
Troubleshooting
- Mod not loading: Check the folder structure —
ModInfo.xmlmust sit directly inside the mod's folder underMods, not one level deeper. - Can't connect to a modded server: You are probably missing a content or code mod the server uses. Install the matching mod locally, or ask the server owner for their required mod list.
- Game won't start after installing: A code mod likely needs EAC off, or two mods conflict. Remove mods one at a time to find the culprit.
- Errors after an update: Game patches frequently break DLL/Harmony mods. Check each mod's page for a version compatible with your current build.
Tips
- Install one mod at a time and test before adding the next, so conflicts are easy to trace.
- Back up your saves and your vanilla config before installing large overhauls.
- Keep the server and its players on the exact same mod versions to avoid desync and connection failures.
- Read each mod's notes for load-order and compatibility requirements before you start a world.
Updates Needed
This page is community-maintained and may be incomplete or out of date. Spotted something wrong, or know a detail we missed? Sign in and hit Edit to propose changes — approved edits go live and help every survivor who reads this after you. Fresh tips, updated numbers for the latest patch, and clearer step-by-step guides are always welcome.