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7 Days to Die Mods: How to Install Modlets and Overhauls on a Server

Which 7 Days to Die mods need EAC off or a player install, where modlets go on a server, and how to pin the game version overhauls like Undead Legacy need.

Updated September 28, 2026
7 Days to Die

7 Days to Die mods split into two very different things. Modlets are small folders that patch the game's XML: loot, recipes, zombie stats, trader stock. Overhauls like Darkness Falls, Undead Legacy and Ravenhearst replace most of the game and ship compiled code. A modlet can go on a server running today's game in two minutes, and your players may not have to install anything. An overhaul decides which game version your server runs, whether Easy Anti-Cheat stays on, and what every player installs.

This guide covers both on a dedicated server: how to tell which kind of mod you have, where the files go, how to pin the game version an overhaul needs, and why a mod that worked yesterday can stop loading after an update. Everything below is checked against the current release, V3.2.0 (stable since 26 August 2026), and the 7 Days to Die egg our servers run.

Which Kind of Mod Is It?

Open the mod's folder before you upload anything. What's inside tells you what it will ask of your players:

What the mod folder contains Example EAC Players install it? Console crossplay
ModInfo.xml plus Config/*.xml only Loot, recipe, stack-size or spawn tweaks Can stay on No. The server sends XML changes to clients when they join Not allowed
XML plus Resources/ (asset bundles) or UIAtlases/ (icons) New blocks, models, textures, custom UI Can stay on Yes, the same folder on every client. Icons and asset bundles aren't pushed from the server Not allowed
Any .dll file (ModAPI or Harmony code) Server tools, new mechanics, most QoL frameworks Off, on the server and every client Usually yes, depending on what the code does Not allowed
A full package with its own Mods/, often a launcher, loader files or maps Darkness Falls, Undead Legacy, Ravenhearst Off Yes, the exact same build, on a matching game version Not allowed

The first row is the one most server owners want and the one most guides skip. The 7 Days to Die wiki describes it plainly: "XML-based changes are pushed from the server to the client; However, item icons and asset bundles do not get pushed, and must be installed on the client to work." A pure XML modlet lives only on your server. Your players connect with an unmodded game and EAC on, and get your changes.

Any mod at all rules out console players. For PS5 and Xbox Series crossplay, the Fun Pimps require EAC on and no mods installed, and a console client that sees a modded server just doesn't list it. Is 7 Days to Die crossplay? has the full requirements list. Mods themselves are PC only.

Installing a Modlet on Your Server

Take a backup first from the panel's Backups tab. A bad modlet can crash the server on boot, and a mod that adds blocks or items writes them into the save.

  1. Stop the server from the Console tab.
  2. Extract the download on your PC. Find the folder that contains ModInfo.xml. That folder is the mod. Zips often wrap it in an extra folder, or bundle several modlets together.
  3. Open the Mods/ folder in the server root, using the File Manager or SFTP (credentials are in the Settings tab of your 7 Days to Die server). Our install creates Mods/ for you. It's Mods/ in the server root, not Data/Mods/.
  4. Upload the whole mod folder, not just its contents. Each modlet gets its own folder:
Mods/
  AuthorName_LootTweaks/
    ModInfo.xml
    Config/
      loot.xml
      items.xml
  AuthorName_BiggerStacks/
    ModInfo.xml
    Config/
      items.xml
Server root
  1. Start the server and watch the Console. The game logs each mod as it loads, with a line like INF [MODS] Loaded Mod: AuthorName_LootTweaks (1.0.0). The egg also writes the full log to logs/latest.log, which is easier to search if the console has scrolled past.

A folder without ModInfo.xml is ignored, because that file is what makes the game treat a folder as a mod. Modern modlets use the v2 format introduced in Alpha 21:

<?xml version="1.0" encoding="UTF-8" ?>
<xml>
  <Name value="AuthorName_LootTweaks" />
  <DisplayName value="Loot Tweaks" />
  <Version value="1.0.0" />
  <Description value="More ammo in gun safes" />
  <Author value="AuthorName" />
</xml>
Mods/AuthorName_LootTweaks/ModInfo.xml

A modlet whose ModInfo.xml still uses the older <ModInfo> wrapper was written for Alpha 20 or earlier. Its XML paths may no longer exist in V3.x, so treat it as untested.

If the mod contains a DLL

Set EAC off in serverconfig.xml through the File Manager. Our startup command doesn't pass an EAC flag, so the file decides:

<property name="EACEnabled" value="false"/>
serverconfig.xml

Every player then launches with EAC off. In Steam, start the game and choose Play without EAC in the game's launcher. Anyone who launches normally can't join. The serverconfig.xml reference covers the rest of the file.

Installing an Overhaul: Pick the Game Version First

Overhauls lag behind the base game, and none of the three big ones targets the current V3.x line. Check what each one targets before you download anything:

Overhaul Current build Game version it needs Steam branch
Undead Legacy 2.7.39 (27 Sep 2026), download in two parts v2.6 v2.6
Ravenhearst 11.0.0 b8 v2.6 b14 v2.6
Darkness Falls V6 (6.0.0.20) 1.4 v1.4

These versions change without notice. Undead Legacy published a new build on the day this was checked. Always read the overhaul's own download page for the build you install, and treat the table as a starting point.

The server and every player must run the same overhaul build on the same game version. Here's how to do that on a GSK server:

  1. Back up, then plan a fresh world. An overhaul changes blocks, items and progression, so it can't load a vanilla save, and older game versions can't load a newer save.
  2. Get the server onto the right game version. Open a ticket with the branch from the table, such as v2.6, and we'll pin your server to it. Make sure the backup from step 1 is done before we switch it.
  3. Upload the overhaul's server files. Each overhaul packages them differently. Darkness Falls replaces the whole Mods/ folder. Undead Legacy adds a loader (BepInEx, doorstop_libs and a start script) to the server root, plus a Linux-only edit. The overhaul's own guide has the exact layout: Darkness Falls and Undead Legacy.
  4. Set EACEnabled to false as shown above, and point GameWorld at the overhaul's map if it ships one.
  5. Tell your players which build, which game branch (in Steam: Properties → Game Versions & Betas), and that they must use Play without EAC. Many overhauls publish through the 7D2D Mod Launcher, which handles the client side for them.

The first boot generates the world and takes longer than vanilla. Let it finish. Restarting in the middle of generation can corrupt the world.

Keep Updates From Breaking Your Mods

With Auto Update on (the default), the server pulls the newest build of its branch every time it starts. On the public branch, that means the next 7 Days to Die release lands on your server the first time you restart after it ships, whether your mods are ready or not. The game has been shipping a point release roughly every month: 3.0.1 in July, 3.1.0 in late July, 3.2.0 in August, and 3.3.0 is on experimental now.

XML modlets usually survive this unless the update renamed something they patch. DLL mods are more fragile. When V3.0 shipped, the release notes told authors that code overriding vanilla methods "might have to" be adapted, so a DLL built for 2.x isn't safe to assume on 3.x.

To control when your modded server updates:

  • Pin the current version. Every release has its own Steam branch, such as v3.2.0. Open a ticket and we'll keep the server on that branch until you ask us to move it. Players on the default branch will update when 3.3.0 goes stable, so tell them to pick the same branch in Steam.
  • Or turn Auto Update off in the Startup tab, and update by hand once your mod authors have released a compatible build.
  • Check the version after an update: version in the console prints the running build and the loaded mods. The console command reference covers the rest.

Troubleshooting

Symptom Likely cause Fix
Mod isn't listed at boot Files uploaded one level too deep or too shallow, or no ModInfo.xml Mods/<ModName>/ModInfo.xml is the only layout that loads
Boot stops with an XML or XPath error naming a file The modlet targets something that changed in V3.x, or two modlets edit the same node Remove the named mod and restart. If two mods conflict, the one that loads last wins
Players see missing icons or pink/invisible blocks Mod has assets that aren't pushed from the server Players install the same mod folder locally
"Version mismatch" or kicked on join Server and client on different game versions or overhaul builds Match the branch and the build on both sides
Players can't join after you added a DLL mod EAC still on for the server or the client EACEnabled false on the server and Play without EAC on every client
Worked yesterday, broken today Auto Update pulled a new game release Ask support to pin a version branch, or restore the pre-update backup (Managing your server)
Console friends can't see the server Any mod blocks crossplay Remove all mods and set EAC on (crossplay requirements)

Where to Find Mods

  • Nexus Mods and 7daystodiemods.com carry most modlets. Check the game version on the mod page against your server's version.
  • Overhaul authors' own sites, GitHub and Discord host the big packages. Undead Legacy lives at ul.subquake.com, and Ravenhearst and Darkness Falls are both on the 7D2D Mod Launcher. Take overhauls from the author's own channel, because mirrors often host old builds.

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