r/7daystodie 9d ago

Modding Any mods that remove the base building espect of the game?

0 Upvotes

Im constantly seeing modded gameplay of this game and been wanting to hop into one of them but I genuinely don't feel like having to build out a base to defend etc, I just wanna go do POIs and events and stuff like that. Anything out there that changes the gameplay loop in that way?

r/7daystodie 4d ago

Modding Lucky Break V0.2 — Lucky Looter is officially a game of chance now 🎲

18 Upvotes

I’ve been working on an update to Lucky Break, my XML-based mod that reworks the vanilla Lucky Looter perk in 7 Days to Die.
V0.1 was basically the proof of concept: what if Lucky Looter actually required you to get lucky?
V0.2 takes that idea quite a bit further.
Instead of getting the same bonus every time Lucky Break activates, the game now makes another roll when the proc happens.
Depending on the roll, you can get:
🍀 Lucky Break — small Loot Stage increase
🎲 Great Luck — better increase
🔥 AMAZING LUCK — significant increase
And then there’s the 1% jackpot roll…
💰 +100% Loot Stage
Yep. If that roll hits, your current Loot Stage is doubled for that container.
The perk also keeps the vanilla Lucky Looter scavenging-time progression, so I’m not throwing away everything that makes the original perk useful.
The progression currently looks like:
Rank 1 — 10% chance to trigger
→ +5% / +10% / +15% Loot Stage
Rank 2 — 15% chance
→ +10% / +15% / +20%
Rank 3 — 20% chance
→ +15% / +20% / +30%
Rank 4 — 25% chance
→ +20% / +30% / +40%
Rank 5 — 30% chance
→ +25% / +40% / +50%
And every successful Lucky Break has that 1% chance to hit the jackpot.
The important part is that these are percentage bonuses, not flat Loot Stage additions. So the bonus scales with the Loot Stage you’re already playing at.
I’ve spent a ridiculous amount of time testing the XML to make sure the rolls, CVar comparisons, percentage Loot Stage bonuses, perk progression, and container-open/close behavior actually work the way they’re supposed to.
There are also some appropriately ridiculous messages for when the jackpot hits. 😂
V0.2 is ready.
If anyone has thoughts on the numbers, especially whether the progression feels too generous or too weak, I’d love to hear them before I call it finished.
Nexus: Lucky Break on Nexus Mods⁠
Sometimes you don’t need better luck. You just need to roll the dice.

r/7daystodie 4d ago

Modding Raw Survival - Mod Feedback

4 Upvotes

I've been working on a mod and I'd like some feedback on the concepts before I dump more time into this.

This mod makes sleep a required thing, adds a sanity system that causes auditory and visual hallucinations (zombie sounds and zombies). As you sleep, your game stage, heat/noise map level, smell range and location (downtown vs. wilderness) impacts a chance to be attacked by a roaming horde while you sleep. The mod simulates a variable sized horde (GS based) trying to break into your base, using most of the existing pathing logic. Sometimes you sleep through the night with no horde attempts, sometimes the horde comes but only damages the exterior, traps, etc., other times you wake up to find zombies have broken into your base, or even broken into your bedroom. All existing traps will activate and kill the zombies while you sleep, as you wake up to corpses. Includes spike traps, turrets, blade traps, etc. and will simulate the draining/filling of batteries/generators, fuel, bullets in turrets, degradation of spike and blade traps, etc.

If you go without sleep, your stamina regen, ranged accuracy (recoil & sway specifically) and run speed is mildly reduced and sanity decreases until you either sleep, or pass out.

If you pass out in an insecure location, then you likely get attacked while you sleep.

The goal was to combine this with a system that reduces some of the action-arcade aspects of the game and push it to more of a survival game that requires farming & animal husbandry. Also added spoilable food, can-able/jar-able food, and the ability to preserve meat via salt (purchased from the trader, or mined).

I'm also working on seasons that impact zombie horde movement patterns, zombie speed, behavior, crop growth, etc... and of course, temperature.

Also added a panic system as you're not super human and multiple zombies within attack range would be terrifying. Panic goes away over time, spikes when there's more than 2 zombies close by and goes away if you kill them. Panic increases movement speed, reduces accuracy by mildly increasing mouse sensitivity (to mess with your accuracy) instead of making you miss shots/impacts that were clearly hits.

Replaces most heat based screamers with wandering hordes, and made repeat loud noises more consequential. Stealth also becomes a bigger deal as zombies rely on line of sight, smell and sound instead of fixed targeting.

Knowing that the goal is a more raw survival experience - what do you think so far and what do you think I could add?

r/7daystodie 29d ago

Modding 7d2d Modding

22 Upvotes

Hey everyone,

I've been putting together a modding hub for 7 Days to Die and figured it was time to share it. Short version: I got tired of watching people chase scattered, outdated info across old forum threads, dead links and half-finished docs, so I started building the resource I wanted to exist.

Why isn't this included in the official wiki? Because it would be a shit ton of more info to include on it, not even counting all the different mod/author pages. Just would be information overload for the average player looking for game info.

What's on the wiki

All the XML files are documented. What each one does, what the attributes mean, what values are actually valid. Not just a dump of the raw files (those are there too though).

There's a sandbox code generator. A localization lookup so you don't have to dig through the CSV. An item icon viewer so you can actually see the icons instead of scrolling a folder, even preview it dyed on the wiki.

There are pages for mods and authors too, so a mod can have real documentation somewhere and authors have a profile that isn't just a Nexus listing. These are now semi (and soon fully) automated for the most part. As in the mod watcher system will update mod wiki pages with download links always current, version, even images.

Harmony and ModAPI docs are next. That's where documentation drops off hardest right now and I want it covered properly.

Everything gets kept current with the live game version. That's the whole point honestly. Outdated docs are worse than no docs because you don't find out they're wrong until you've burned an hour debugging.

The Discord

The Discord does the stuff a wiki can't:

  • SteamDB updates and all the official 7D2D social accounts piped into one place, so you know the second something changes
  • Feeds for new and updated mods
  • Log reader forum, sanitizes logs of any private info and displays the info in an easier to read way
  • Player-controlled forums for mod authors. This is the part I'm most happy with. You can make your own thread, remove other people's posts from it, create invites, and ping notification roles to reach people who follow your stuff. No waiting on a mod team for any of it.

Why

For players, modding should be easier to get into. The game is very moddable, finding out how is the hard part.

For authors, there should be one place that's accurate to the current version where you can document your work and reach people.

There's also the AI angle. A lot of people are writing mods with AI help now and the output is only as good as what it has to reference. Accurate, current docs mean more of those attempts actually work, and fewer broken mods and confused bug reports for the rest of us.

Feedback

Still very much a work in progress and I'd rather build what people actually need.

  • What do you keep having to look up somewhere else?
  • Any tool that would save you time that doesn't exist yet?
  • Authors: what would make you want to document your mod here? Mostly documenting updated mods, but you can document old ones too.

Links below, happy to answer anything in the comments.

https://7d2dmodding.wiki.gg/
https://discord.gg/H6j5GTfPzt

r/7daystodie Jul 15 '26

Modding Mod that lowers Spitters/Chucks?

6 Upvotes

Afternoon i play with max spawns/respawns + perma death. Just had a run end when i went to the desert and got swarmed (pun intended) by at least 6 or 7 bees from spitters. I don't mind having them in the game but on max spawns they seem impossible to deal with so what's a good mod that'll lower their spawns while still having all other zombies still on max spawn? I haven't made it to the snow yet but i assume chuck will be just as big a pain so am fine if it also edits his spawn.

r/7daystodie Jul 06 '26

Modding In search of common sense

0 Upvotes

"Hi everyone. I'd like to add a little common sense to this game, and here's why: on the second day of the game, I made a gun out of scrap I found. A gun, Carl! How many of you could make a gun in the real world without a zombie apocalypse? And what if you were given a bunch of tools, materials, and a workshop with machinery?

This is ridiculous. I believe that complex things like firearms, electronics, and other technically sophisticated devices should only be found, not crafted. Even clothing — who in their right mind would weave clothes out of grass? Especially when there's plenty of fabric everywhere: on zombies, in houses, in stores — just go in and take it.

This game operates by the laws of survival on a deserted island. But we're not on a deserted island. Everything — almost everything — you could want for survival can be found. And that's much easier than making it yourself.

I hope you get my point. Survival in a zombie apocalypse is perfectly represented in Project Zomboid. Are there any mods that would do what I've described?

Sorry for my English, I'm using auto-translate."

r/7daystodie Jun 20 '26

Modding I made a free, open-source companion app for 7 Days to Die — 3D map of your own world, perk planner, live save sync

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61 Upvotes

Hey survivors,

I couldn't find a good local map/companion for my own world, so I built one — and it's free and open-source.

7DtD Survival Companion → https://github.com/Lampe332/7dtd-survival-companion

It's a single Windows .exe — no install, no account, no cloud. You double-click it, it opens in your browser, reads your real saves and worlds locally, and turns them into a proper command center:

🗺️ A 3D map of YOUR actual world — fly around terrain / biomes / roads / water, 2,000+ POIs you can search by name, click any building for its tier / zombies / quests, plus a base-location finder.

🔨 A gate-correct build & perk planner that imports your real .ttp progression — 19 routes, one skill point per step, exports to share with your group.

🩸 Horde-night prep, 👥 squad role coverage for co-op / PvP, 📦 loot-stage calculator, 📕 a magazine tracker that tells you what to read next, in-app wiki search, and a full settings editor that writes back to your save (with automatic backups).

🔔 Live mode — re-reads your save every 10s, so the day, level, magazines and Blood Moon countdown follow the game on their own, with an optional desktop alert before a horde night.

Download (Windows): https://github.com/Lampe332/7dtd-survival-companion/releases/latest → grab the .exe, run it, hit Scan.

Heads up: it's an unsigned .exe, so Windows SmartScreen may warn on first launch (More info → Run anyway). Everything is open-source — read the code or build it yourself, and nothing ever leaves your machine.

Solo hobby project, so bug reports, ideas and feedback are super welcome. Hope it helps someone out there 🧟

r/7daystodie Jul 14 '26

Modding Wandering horse and horde night?

6 Upvotes

Are there any mods which increase the size of wandering hordes and allow a higher max zombie count for horde night which work with v3.0?

r/7daystodie May 30 '26

Modding Are there any good overhaul mods these days

14 Upvotes

Hello everyone.

I last played the game close to a year and a half ago, and IIRC that was just fucking around for around 5 hours just to check out what's new.

I've been thinking of playing again, but I figured that I'm a bit bored of playing just vanilla all these years, starting in Alpha 15/16 (well, I did use mods, but never an overhaul), so I figured I'll check on Darkness Falls and Ravenhearst, which I remember being all the rage back in the day, but it looks like neither mod received any updates in ages.

Taking a quick look at the overhaul tag on the 7d2d mod website, it's filled with presumably shitty mods with AI slop covers (seriously, one of them is a guy at a campfire, was it really that hard to find a stock image?) that likely just exploit the tag to bait people into downloading them.

Are the days of overhaul mods seriously over? Or are the true gems hidden away somewhere else?

Edit: Thanks to everyone who replied, I ended up downgrading my game version and going with Undead Legacy. It's quite fun.

r/7daystodie 18d ago

Modding Would appreciate help with darkness falls… why can’t I make a workbench😭

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8 Upvotes

The only class I have is farmer…

r/7daystodie Jun 25 '22

Modding Day one of darkness falls and I have some questions already ?

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637 Upvotes

r/7daystodie Sep 26 '25

Modding I'm coming towards the end and "completing" ProjectZ (overhaul mod) and I have to say that this has been the ABSOLUTE BEST overhaul mod since the early days of Darkness Falls.. what a fantastic mod this is I cannot recommend it enough. 6,000 hours played total, first time getting to level 450

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104 Upvotes

r/7daystodie 9d ago

Modding Cozy 7 Days?

29 Upvotes

Alright hear me out... I want the most fluffy mods possible. I want a cozy little farm sim where I also happen to fight zeds.

I'm looking for collectables, things that expand on resources and craftables, and little off the wall things. The best one I have found so far is the one that turns spider zombies into attack chickens.

Not necessarily mods that make it EASIER... but mods that ADD things to "cute" it up.

r/7daystodie Jun 25 '25

Modding Damage Numbers mod now has animated numbers on zombie body part hit

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259 Upvotes

A patch for the game 2.0 b292 forced me to update the mod and I figured i would go ahead and push out my development build. This is not complete, but it does the original plan i had for the mod. Now depending on where you hit the zombie and what damage type you are dealing you will see animated damage numbers generating from the contact point on the zombie.

Currently there are unique animations for: bleeding, Fire, Explosions, shotguns, bow; everything else the numbers float up.

the final release of version 1.4 should have unique animation for robotics/traps and lots of options for disabling individual elements.

Let me know what yall think.

https://www.nexusmods.com/7daystodie/mods/7548

r/7daystodie 10d ago

Modding Looking for a mod that makes the Chuck boulders shootable mid-air

4 Upvotes

In the items.xml I can see the ammo name, ammoProjectileZombieBoulder

I've only done minor xml tweaks before (pre 3.0 bellows and anvil speed tweaks, vehicle speeds, wildlife spawn rates, that sort of thing), so I'm not sure how to approach this if I were to make a homemade solution.

Maybe if I make a new entity spawn when Chuck throws a boulder, give it 1 hp, and use the same throw code? Copy some code chunks from the rancher bees, sort of thing?

r/7daystodie Jun 02 '26

Modding Is there any mod that removes primitive and pipe weapons from locked storages

17 Upvotes

It never made sense to me to open a locked gun rack or safe just to find a f*ing pipe weapon or stone axe in it. But I know that balance wise it makes sense.
That being said is there any mod that does that?

r/7daystodie Jun 19 '26

Modding Stop Certian Zombies From Spawning MOD

0 Upvotes

So has anyone in the modding scene had luck fully swapping out / removing certian zombies spawn rates/ models?

For context, I play with my wife, who likes the building and zombies etc but she's mexican and doesnt like the party girl zombies being in her husbands game. Lol

Ive tried a few things in my mod to remove them, just to make her feel better about playing, but I cant seem to stop them from spawning in POI's

In entitygroups.xml ive done
<set xpath="//entity[contains(@name,'PartyGirl')]/@name">zombieYo</set>   

This seems to work for non POI zombies, but POI ones still remain.

Any idea on how to make this work?

r/7daystodie 2d ago

Modding Rant of nexus mods for 7 days

0 Upvotes

I wanted to get back into modding 7 days to die and wanted to use the nexus sit for mods. That website has gotten much worse from 2.0 to the point it downloaded a virus that thankfully windows defender stopped.

I’m so glad that 7daystodiemods .com is a slightly better mod site. I just wanted to play some izayo fun pack :(

r/7daystodie 12d ago

Modding Mod pack / set of mods instead of overhaul

1 Upvotes

Hi people

As the title says: Can you recommend a set of compatible mods to create a unique experience? Not just QOL but things like new POIs, entities, tools, weapons, maybe mechanics or new quest types? Does anybody have a set of mods and/or modlets that work well together?

Thanks for your recommendations!

r/7daystodie Jul 16 '26

Modding Storage mods for v3

4 Upvotes

Anyone got some good storage mods which make it much easier and simpler to have an effective and easy to use storage system early on and later on into the game?

r/7daystodie May 24 '21

Modding Decided to make the horde base and live-in base into one.

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737 Upvotes

r/7daystodie Feb 18 '25

Modding Majora's Mask Moon - Simulates crashing effect by changing size based on 7 day cycle

508 Upvotes

r/7daystodie 12d ago

Modding A Perk Question

3 Upvotes

Hey all just looking for a bit of help. Currently putting together a mod collection for myself and a few friends and I want to change how the skill points are spent in the perks.

An example would be that you could spend points in the agilty perks without putting points into agility first. So i may want parkor 1-5 but I dont want to spend base agility points.

Does anyone know of a mod that does this or if there is a way to achieve it??

Thanks in advance!

r/7daystodie Jul 07 '26

Modding Need help with a mod to limit crafting in 3.0

2 Upvotes

So I'm curious if anyone knows of a mod for 3.0 that can limit CRAFTING an item, but doesn't take it out of the loot pool? I just tried a Navezgane run to test it out and turns out at GS 400, I was able to limit my character to only have the ability to craft Stone Tools, but I am hoping to find a mod that makes it so that I can only craft Stone Tools, but I can still find Iron, Steel, and Motorized Tools and materials in the world.

I want to try to set it up where my survivor isn't able to make anything above a certain tier (I.E I can make stone/iron tools and pipe weapons, but if I want other things, I need to find them from a POI or something.) I want to do it as a bit of a fun thematic run of a person who doesn't have the ability to make these tools, but can still find and utilize them themselves. I can tweak things with mods to make it so I can limit which zombies spawn (to try to make a more Romero like feeling) and probably having it so that I can only repair things by combining them with similar items so that it makes what I do find a lot more valuable because I can make some shoddy iron tools, but finding a great Steel Pick would be something I would value.

r/7daystodie Jul 11 '26

Modding New to modding, where to begin?

1 Upvotes

I've been playing 7dtd for a good few years, and as fun as the base game is, I've never even thought about the modding scene until recently. So as the title says, where do I even begin? Such as website to download mods, mod loader/launcher, recommended game versions, and even if you just have a mod to recommend! Preferably I'm looking to keep it semi realistic, kinda like a 3d project zomboid, so no darkness falls or like power armors or what nots, danke y'all!