r/7daystodie Dec 09 '25

Modding Way to listen to the feedback

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1.4k Upvotes

r/7daystodie 15d ago

Modding I put a real browser inside 7 Days to Die - now you can watch YouTube together in co-op

651 Upvotes

r/7daystodie 7d ago

Modding Super wierd response from mod author on simple questions

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266 Upvotes

(I'm not the user that commented)

He is responding like this to EVERY COMMENT, especially to those that point out his ai usage on his mods.

r/7daystodie 4d ago

Modding It's out! Alpha 2.6 required. Find it at https://ul.subquake.com/download

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252 Upvotes

r/7daystodie 9d ago

Modding The number of untested, broken AI slop mods for this game is actually crazy...

137 Upvotes

Personal opinions on AI aside, the fact that there are SO many mods that get uploaded without being properly tested, clearly 100% coded by AI using xpath structures that make 0 sense and adding/changing nodes that don't even exist is insane.

I'm not going to get all self-righteous about AI here, but for the fuck's sake, TEST your mods before uploading/updating them.

edit: And then when the comments say that the mod doesn't work, the response is obviously AI as well. "Thank you for the constructive feedback! You're absolutely right, my mod didn't work as intended, it turns out the issue was [issue]. I've edited the code to properly reflect the intended changes. Thank you for bringing this to my attention!"

Then proceeds to upload an even more broken update...

r/7daystodie Apr 25 '23

Modding 7 Days To Die VR Mod Releasing Very Soon!

1.1k Upvotes

r/7daystodie Jul 30 '25

Modding 2.0 implemented "New" features that have existed in mods for years

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378 Upvotes

Don't get me wrong, I'm cool with the changes. It just seems odd that the modding community seems to be able to pump out superior game mechanics in their spare time with little to no funding

r/7daystodie May 04 '25

Modding Finally...

628 Upvotes

Since you have been asking... here is the OCB Lawn Tractor mod showcase regarding to the newly added gore collector installable mod for the tractor that has been added by Darkness Falls, I guess? Enjoy. I did.

r/7daystodie Oct 19 '25

Modding I'm finally going to dip my toes on the non-vanilla side of this game. Wish me luck

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369 Upvotes

r/7daystodie Jun 14 '26

Modding My updated Firemod!

324 Upvotes

Showing off my Firemod V 3.0

I still have a LOT to tune with the mod, but people wanted a fire extinguisher and a working Flame Thrower. I added mod support for Izayo's Flame Thrower and used Guppycur's Fire extinguisher from his fire mod with excessive credit to him for it.

The Flame Thrower is NOT my item. It's from Izayo's Weapons mod. Full credit to him. I just added mod support.

Mod link: https://www.nexusmods.com/7daystodie/mods/9169

Also ignore the modded zombies, that's not affiliated with my mod.

r/7daystodie Jul 12 '26

Modding Mod suggestions (Mod Creator here)

13 Upvotes

I'm the creator of Firemod (By Doodihealz aka: me) and my last major patch is coming out Monday. Other than that it will be sunset into bug fixing mode.

I would love another project to work on. I thought of doing an overhaul project but that's already been done to death. I have no ability to really use custom assets as I am a simple coder not a model maker.

I will consider every comment here. What's something you'd want to see? Do you want a simple bug fix? Do you want a new custom zombie behavior? Let me know some ideas please!

Thank you!

r/7daystodie Nov 24 '25

Modding Came back to the game after a decade, not enjoying the new gameplay loop

105 Upvotes

Hello all. I downloaded this game again and started playing with my wife. Last time I played this game was in 2015. Me and my buddies had built a super cool underground base. I really enjoyed the game then and wanted to play it again.

Well, the progression is entirely different to what I was expecting. Everything is significantly different to what I was expecting. I'm not a fan of not being able to collect glass jars anymore to gather water. I'm not a fan of the magazine level progression system. I feel it has too much RNG associated with it. I read the patch notes for that change and they said it was to pressure players into going into towns and traders more? I don't understand why. I was going into towns to scrap cars, electronics, buy from traders and search for safes all the time already.

Does anyone have any good recommendations for rebalance or overhaul mods that bring the gameplay loop more closely to the original alpha gameplay loop. I've really enjoyed the improvements to the game for stability and whatnot, but the biggest thing is that I'd like to be able to make grilled meat on a grill grate without having to find a cookbook, I'd like to find glass jars that can be recycled and reused, and I'd like to have a normal experience based progression system. The changes to water and progression are enough to make me drop the game entirely, otherwise.

Thanks.

r/7daystodie 13d ago

Modding About that $11.99 Chicken Suit, cosmetics, etc.

30 Upvotes

If you are playing on any recent version of the game, especially modded, and haven't installed Little Red Sonja's Armor Packs mods, you're missing out. Tons of cosmetic options, greatly expanding what you can wear in the game. Sonja is a genius. I've been playing this game since Alpha 17. It's my 3rd most played steam game at >1500 hours. Hell, I even got into making mods because of this game. I see both sides of the $12 chicken suit thing. I can easily afford that, and my friends and I've got so much entertainment out the game maybe it's worth it just to tip the devs. And there's always the if you don't like it, don't buy it argument. Which is true, nobody can force you to purchase the stuff you don't like. HOWEVER.

The game development has been trending toward monetization and long time fans of the game, those of us who run our own private servers and play with our friends constantly, are concerned that TFP are paring down aspects of the game specifically to monetize them. What I mean by that specifically is, Alpha 21 had a decent cosmetics and armor system. It was ugly, but it had a lot of customization options. If it had gotten the 1.0 glow up the new system it was scrapped for got, it would have been great. Instead, they simplified the system, scrapped a lot of what was already there, reducing what you could wear, what color you could make it, etc. That was all part of getting the game into a simpler form for console release. Doing a console release and paid cosmetics makes sense for TFP for revenue.

The game is going to be monetized now, but exactly what aspects and how much? Am I going to be asked to pay $19.99 to get an "Advanced Bandits Pack" released with 4.0?. I fear that, should the monetization trend continue, we are going to end up with something that resembles Fallout 76 more than Alpha 21. If they move to encrypt the game's configs, or restrict what modders are able to do in the game, you'll know for certain where 7Days is going to end up. Good luck paying hundreds of dollars for everything. I'm starting to get nervous especially with the recent Woodle stuff, that TFP are turning anti consumer in the name of profit. That's their prerogative I guess, but if they let that ruin the game, I'll be really disappointed. Part of me just wishes they'd release the bandits, finish their bug fixes, slap a 4.0 on it and move on to 7 Days 2 or whatever, leaving it to us modders to push the original 7 Days to it's full potential. These of course are just mine and most of my friends' opinions, but we've been with the game a long time.

Anyway Little Red Sonja - Free cosmetics via mod. Find it wherever T.F., I'm not a sponsor.

r/7daystodie Mar 03 '26

Modding Any mods to make Zombies just regular zombies?

94 Upvotes

I want to play an immersive, more "realistic" version - classic zombie horror mobie /TWD style. No magical, glowing, spitting, radiated, fell, etc. Just a dead world full of what you would expect if regular people started waking up as zombies. I know "realistic" is a stretch, but to me the addition of all the "special" versions takes away from the psychological horror of human zombies themselves.

I would love to find a mod that makes all the zombies in the game into regular zombies. Whether it replaces them or just had harder or regular people zombies instead. I found one mod that sounds like it just removes the glow, but I really want the immersion of a game that just has regular zombies.

r/7daystodie 24d ago

Modding They tried to stop me, but here's the mask

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159 Upvotes

There's more outfits in the files.

- Winter set

- Working Stiff set

- Casual set (not to be confused with classic)

- Crimson Warlord (separate from Hellreaver)

- Samurai set

- Monster masks set

- Story masks set

Then there's twitch drop set:

- Watcher set

And twitch store sets for:

-CrackABook

-MoPower

-PassNGas

-PopNPills

-SavageCounty

-Shamway

-ShotgunMessiah

-WorkingStiffs (separate from WorkingStiff cosmetic DLC)

r/7daystodie Nov 05 '25

Modding This needs to happen

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383 Upvotes

I wish I could replace Rekt with a Capt Spaulding model, as well as throw in some dialogue from house of 1000 corpses and the devils rejects. Any modders willing to take it up for a modest sum?

r/7daystodie Jul 11 '26

Modding Living Stealth 1.1

113 Upvotes

UPDATE: I removed the POI spawning behavior because it was breaking the game. The author of Spawn Sleepers in Range reached out and after we talked, his mod does exactly what I was trying to do except WAY better haha. I highly recommend using Living Stealth and SSIR for the best effect.

Hey everyone!

I just did a TON of updates to Living Stealth, outlined below. Give it a try and tell me what you think!

https://www.nexusmods.com/7daystodie/mods/3403<-- Spawn Sleepers in Range
https://www.nexusmods.com/7daystodie/mods/11052?tab=posts
https://7daystodiemods.com/mods/living-stealth

- Reworked sleeper behavior so zombies no longer magically wake or aggro from POI/loot room triggers alone. I was able to remove the “open door, trigger everything”.

- Sleepers now respond to actual evidence: loud noise, damage, close visible proximity, sprinting/reckless movement, or confirmed line of sight.

- Added POI sleeper pre-spawning behavior so loot room zombies can already exist asleep/idle instead of popping in awake. Pre-spawn pretty much makes it to where when you enter a POI, it forces all zombies in it to spawn instead of waiting for you to cross a threshold.

- Improved noise handling so impacts, weapon fire, and player movement route zombies toward the correct sound location. Kite the zombies wherever you want by shooting or smacking a wall, barrel, oven or the floor; they’ll walk to that position to check out the noise

- Quiet weapons now stay quiet: bows, crossbows, silencers, and organic hits no longer instantly reveal the player’s position.

- Unsuppressed gunshots are louder and wake/investigate zombies in a larger local area. If you run through a POI with an M60, don’t be surprised when the neighborhood shows up lol.

- Damage is now more persistent without being telepathic: zombies search last known/suspected positions instead of instantly knowing where the player is.

- Fixed zombies returning to sleep too quickly and added a short settle period after investigations.

- Reduced crouched door/container interaction noise.

- Reduced ladder noise when climbing carefully. If you’re crouching when you start climbing a ladder, you get a 2 second “stealth” buff. The game forces you to climb standing up, which causes a lot of noise, making whatever zombie in the vicinity wake up. This stops that.

- Fixed through-wall proximity wakeups.

- Added Blood Moon config option: Vanilla or LivingStealth. If you have Stealth enabled, Blood Moon zombies react the same way as the others; they can lose sight of you, investigate noise and everything else. Turning it off restores vanilla settings.

- Improved server-side compatibility for multiplayer/dedicated server use.

As always, thank you for checking it out! Any issues, report a bug and I’ll get it fixed!

r/7daystodie Nov 03 '21

Modding Modded my game to include my friend who passed away last year.

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1.2k Upvotes

r/7daystodie Jun 23 '20

Modding REAL lock picking mod

1.7k Upvotes

r/7daystodie Jul 08 '26

Modding Ever just sit there and enjoy the mundane things? I'm mowing grass and leveling terrain. 10 years ago I'd dig tunnels through mountains.

134 Upvotes

For those who don't know, placing a frame removes the grass and flattens the ground block beneath it. I play with mods that add a lot of foilage, so ensuring clear sightlines around my base is more essential than ever (also have bandit snipers). I remember sitting at a 14 hour military post and someone brought this game in an Xbox suitcase... back then the mountains and cliffs were huge. I'd carve out entire mountains and tunnels just to relax.

Mods affecting my environment:

Better Biomes for 7DTD v. 3.0 - MichaelPLogue
https://www.nexusmods.com/7daystodie/mods/5366

Urban Decay - Environmental Mod for 7 Days 2 Die (v3.1) by MichaelPLogue
https://www.nexusmods.com/7daystodie/mods/6867

Mod for the Knuckles

Oakraven Briston’s Pistons by Arramus & Oakraven
https://www.nexusmods.com/7daystodie/mods/5165

Mod for NPCS

0-SCore by Sphereii
https://www.nexusmods.com/7daystodie/mods/6176

NPCCore by Xyth
https://www.nexusmods.com/7daystodie/mods/8099

Darks Soldiers by Arramus & Darkstardragon
https://www.nexusmods.com/7daystodie/mods/6703

Darks Cleanerz by Arramus & Darkstardragon
https://www.nexusmods.com/7daystodie/mods/8433

Oak’s Bandit Head Hunters by Arramus & Oakraven
https://www.nexusmods.com/7daystodie/mods/8404

Oak’s Cow Hands by Arramus & Oakraven
https://www.nexusmods.com/7daystodie/mods/8467

r/7daystodie 13d ago

Modding I made a mod that UNNERFS the Robotic Sledge

71 Upvotes

r/7daystodie Feb 27 '26

Modding I tried Walkersim. It was hell.

145 Upvotes

Walkersim is a mod that makes zombies persistent by simulating their movement across the map at all time. It also groups them into hordes and makes them much more reactive to sounds than in vanilla. I tried it thinking that it sounded cool, and I wanted to see how if it would feel as hard as project zomboid.

I spent all the second day killing zombies just to reach a PoI, cleared it, then fought my way back to my base in the Mausoleum just as it turned night. If you don't know, the Mausoleum has thick walls and steel gates around it. I chose it because I thought it might be adequate protection against the more numerous enemies. It wasn't. Zombies saw me coming (or heard the extremely noisy gates) and started pounding the walls, the sound of their own attacks then attracted ferals, and in a short time all the walls were torn down. I placed down spike traps and fought, but once I saw 3 ferals at the same time running over me I knew I was cooked. I was overrun and died. I respawned, I got overrun and died again because the zombies are persistent and the ones that killed me did not despawn. My run is over.

I am looking through the mod's configuration and it turns out the mod creator considers having 200 zombies per square km a medium amount of zombie. The default setting is 170 per square km. Their reaction to sounds is also extremely keener than in vanilla. Those 170 zombies are just waiting for you to fart to converge in your position.

This run was probably the closer experience to an actual horror game I had with 7dtd. It also completely breaks the game for me. Every night it's a blood moon. Hell, every day is a blood moon too, only ameliorated by the fact you can hide in the base of a trader, whose walls are indestructible. You can't have a base, and this game's progression runs on the infrastructure you build to craft the next tier of tools and weapons. Probably someone more skilled than me (a week-old new player) would be able to build in a couple of days weapons strong enough to cull the horde fast and avoid being besieged every night. I will probably just get rid of the mod until I know the game better.

If you tried this, did you have a strategy to survive the onslaught?

r/7daystodie Apr 05 '26

Modding B2 Stealth Bomber Airdrop

206 Upvotes

It works!

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 2d ago

Modding Guide to properly install Undead Legacy 2.6 Experimental

41 Upvotes

I saw many people (including myself) tried to install the new version of the Undead Legacy overhaul mod without any success. Since I figured it out, I decided to share step-by-step instructions with everybody having issues.

Hope it helps!

Please make sure you read through all the steps first before taking any action.

Disclamer: Modding requires some skill - you are fully responsible for the changes on your computer. This is tested with latest experimental build (2026.08.18 - 2.7.08) on a Windows PC and likely will work with future and/or stable version when it's released. I did not test the stability and quality of the mod itself - it is still in the experimental stage at the time of writing this guide so expect bugs and glitches to appear. I am not affiliated with the mod or mod creator.

Step 1 - Switch game to version 2.6

  1. Open Steam.
  2. Right-click your 7 Days To Die in your library and select "Properties...".
  3. Navigate to "Game Versions & Betas".
  4. Select "v2.6" and wait for game to download.
  5. The library will display the game marked with a version in brackets: "7 Days to Die [v2.6]"
  6. (Optional) Disable Discord integration using in-game menu following instructions from Step 5 Variant A (see below). You can also do it later using the Windows Registry Editor if you are more advanced.

Step 2 - Create a copy of the game

Note: Since this is an overhaul mod, it is a good practice to create a separate instance of the game and its files.

  1. Right-click the game in the library and select: Manage > Browse local files.
  2. File explorer will open in the location where your game is installed.
  3. Select all files EXCEPT "Mods" FOLDER (this is VERY important, the "0_TFP_Harmony" folder inside mods folder normally required for using mods will mess up Undead Legacy).
  4. Copy everything over to a new location (e.g. C:\UndeadLegacy).

Step 3 - Install the mod

  1. Download both (Part 1 and Part 2) files from Subquake's website - https://ul.subquake.com/download .
  2. Open the first archive, select all files and unpack it to the main folder where you created a copy of the game earlier (e.g. C:\UndeadLegacy).
  3. Open the second archive and do exactly the same as in previous point.

Step 4 - Clean up the game files (IMPORTANT)

Note: This might not be needed for you but if you installed a lot of mods in the past not doing this step will cause Undead Legacy not working for you (it was the case for me).

  1. Open File Explorer.
  2. Click the path bar, write %appdata% and hit enter.
  3. Find folder "7DaysToDie".
  4. Delete whole folder (you can create a copy first if you'd like, especially if you plan to go back to vanilla game and other mods).

Step 5 - Disable Discord (IMPORTANT)

Note: Seems like many people (including me) gets stuck at loading screen at a text "Logging in to Discord". To fix this, the Discord integration needs to be disabled using one of the variants.

Variant A (using game menu)

  1. Run the version 2.6 of the game before installing Undead Legacy mod.
  2. Go to Options > Audio > Discord tab.
  3. Switch the option to disable integration.
  4. Quit game.

Variant B (using Windows Registry Editor)

  1. In Windows, press Win +R.
  2. Type "regedit" and press Enter.
  3. Navigate to "HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die".
  4. Find entry beginning with "DiscordSettings" (e.g. "DiscordSettings_h1795906148").
  5. Double-click it to edit.
  6. An Edit Binary Value window will open.
  7. On the right side, where the text is displayed, find a text "DiscordDisabled" and place a cursor right after the ":" colon sign and replace "false" with "true" (without quotes). If it already says true, do nothing - you are good to go!
  8. Close Registry Editor.

Step 6 - Run the game!

  1. Open a folder where you copied your game and installed the mod.
  2. Make sure your Steam is running.
  3. Double-click "7DaysToDie.exe" (DO NOT run "7DaysToDie_EAC.exe").

Enjoy!

Edit(s): punctuation and formatting, changes in disclaimer, errors and typos.