How to Install Mods and Modlets on a 7 Days to Die Server
To install a 7 Days to Die mod on a dedicated server, put the mod's folder (the one that contains ModInfo.xml) directly inside a Mods folder at the server root, then restart. XML-only modlets are sent to players automatically when they join; mods with custom assets or code need extra steps on the client, and code mods need EasyAntiCheat turned off.
Mods are tied to the game version, and V3.0 changed enough internals that many popular mods needed updates. Everything here was checked against the V3.x line (stable V3.4.0, October 2026). Always confirm that a mod lists support for your exact version.
- Each modlet is one folder in
Mods/with aModInfo.xmldirectly inside it. A nested folder (Mods/MyMod/MyMod/ModInfo.xml) will not load. - XML changes sync from server to client. Asset bundles, icons and models must be installed on each player's machine. Code mods (DLL or Harmony) are needed on the server and usually on clients too.
- Pure XML and asset modlets can run with EAC on. Mods that include code generally need
EACEnabledset to false, and any mod blocks console crossplay. - There is no documented load-order setting. Avoid conflicts by running one overhaul at a time and watching the server log for patches that did not apply.
- After a game update, do not auto-update a modded server. Wait for the mod author's matching build or pin the previous game branch.
On this page
How modlets are laid out
A modlet is a self-contained folder that layers changes over the vanilla data instead of editing the game's own files. The Mods folder does not exist by default, so create it at the root of the server install. The structure looks like this:
Mods/
AuthorName_ModName/
ModInfo.xml (required)
Config/ (XML files that patch the vanilla Data/Config files)
Resources/ (optional Unity asset bundles)
UIAtlases/ItemIconAtlas/ (optional item icons)Without ModInfo.xml the game ignores the folder entirely. Current versions use the flat version 2 format that arrived with Alpha 21:
<?xml version="1.0" encoding="UTF-8" ?>
<xml>
<Name value="AuthorName_ModName" />
<DisplayName value="Readable Mod Name" />
<Version value="1.0.0" />
<Description value="Short description." />
<Author value="AuthorName" />
<Website value="" />
</xml>Name, DisplayName and Version are required, and Name may only use letters, digits, underscores and hyphens.
Step-by-step: install a modlet on a dedicated server
- Check version support
Open the mod's page or readme and confirm it supports your server's exact game version. Major updates commonly break XML patches.
- Back up first
Copy your world save and your current Mods folder somewhere safe. Removing a mod that added blocks or items later can corrupt a world.
- Extract and find ModInfo.xml
Unzip the download on your computer and locate the folder that directly contains ModInfo.xml. That folder, not the zip or a parent folder, is what you upload.
- Upload to Mods/
Place the folder inside
Mods/using SFTP or your host's file manager.Mods/AuthorName_ModName/ModInfo.xml - Restart and read the log
Restart the server and read the console for mod-loading lines. Running the
versioncommand in the server console lists the game version and the loaded mods. - Tell players what they need
Check the mod's documentation for client-side files, and give players the exact mod version.
Hosting with ChicagoServers? The 7 Days to Die server hosting page lists what is included, such as a one-click mod installer, free server backups and SFTP file access. The folder rules above are the same either way.
Server-side vs client-required mods
| Mod type | Server needs it | Players need it |
|---|---|---|
| XML modlets that tweak balance or values | Yes | Usually no, XML is pushed to the client on join |
| XML modlets that add items, blocks or recipes with new assets | Yes | Often yes for the asset parts |
| Asset bundles, models, textures, sounds, item icons | Yes | Yes, installed manually and matching the server |
| Code mods (DLL, Harmony) and overhauls | Yes | Usually yes, same version as the server |
The wiki states it plainly: XML-based changes are pushed from the server to the client, but item icons and asset bundles are not and must be installed on the client. When a mod page says nothing, assume players need the same files and version as the server.
EasyAntiCheat and mods
EasyAntiCheat blocks unsigned modifications. Hosting guides agree on the practical split: pure XML and asset-only modlets do not require EAC to be disabled, while most mods that ship a DLL or Harmony patch do. Large overhaul mods generally fall in the second group.
To turn EAC off on the server, set this in serverconfig.xml and restart:
<property name="EACEnabled" value="false"/>- Crossplay and mods are mutually exclusive. Crossplay requires EAC on and an empty Mods folder, and console players cannot join an EAC-off server.
- Players may need to start the game without EAC to join an EAC-off server. If clients are kicked on connect, check that first.
- Code mods run arbitrary code on your server. Install them only from sources you trust.
Load order and conflicts
The documentation does not describe a load-order setting you can control, so the safest approach is to avoid conflicts rather than order them. Two modlets that patch the same XML node can override each other; the usual symptom is a log line saying an XML patch did not apply. Practical rules:
- Run one overhaul mod at a time. They replace large parts of the game data and expect to be the only one.
- Do not delete vanilla entries such as
0_TFP_HarmonyfromMods/. Harmony mods depend on it. - If two folders declare the same
Name, the second one is ignored with a log message. - Remove one mod at a time when debugging. Delete the suspect folder, restart, and see whether the error clears.
Common errors and what they mean
| Log message or symptom | Cause | Fix |
|---|---|---|
| Folder X does not contain a ModInfo.xml, ignoring | The mod is nested one level too deep. | Move the folder so ModInfo.xml sits directly under Mods/ModFolder/. |
| ModInfo.xml is skipped on Linux | The filename is case sensitive. | Rename it to exactly ModInfo.xml. |
| ModInfo.xml in legacy format. V2 required to load mod | The mod was written for an older format. | Use an updated build, or convert the file to the version 2 layout. |
| does not define a valid non-empty Name | Name contains spaces or symbols. | Use only letters, digits, underscores and hyphens. |
| Mod with same name (X) already loaded, ignoring | Duplicate mod folder. | Remove the extra copy. |
| XML patch for "file" from mod "Name" did not apply | The mod loaded, but its change matched nothing in the current data. | The mod is probably out of date for your game version. Look for a newer build. |
| Players kicked or cannot join | Missing client files, wrong version, or EAC mismatch. | Match mod versions exactly and check the EAC setting on both sides. |
Keeping a modded server stable through game updates
A major game update can break mods on the same day it ships. V3.0 changed enough that overhaul authors had to publish new builds, and Steam keeps older branches available to pin. Do not let a modded server update unattended: read the mod author's compatibility notes first, update the server and every mod together, and keep a backup of both the save and the Mods folder so you can roll back.
Frequently asked questions
Do my players need to install the same mods as the server?
Not always. XML-only changes are pushed to players when they join, but asset bundles, icons, models and code mods must be installed on each player's machine at the same version as the server.
Do I have to disable EasyAntiCheat to use mods?
Only for mods that include code, such as DLL or Harmony patches and most overhauls. Pure XML and asset-only modlets can run with EAC on, though any mod blocks console crossplay.
Why is my modlet not loading?
The usual cause is a nested folder, so ModInfo.xml is not directly inside the mod folder. Also check the file name casing on Linux, the version 2 ModInfo format, and whether the mod supports your game version.
Can I use mods and crossplay together?
No. Crossplay requires EAC to be enabled and an empty Mods folder, so a modded server cannot accept console players.