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After the restart, check the server console or log for a loaded-mod message. XML changes can be sent to connected clients, but icons and asset bundles cannot; those files, and some code-mod features, require a compatible client installation as well.
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsWhat a Modlet is and what you need before installing one
A Modlet is a packaged modification for 7 Days to Die. Most Modlets change game data with XML files, while others add compiled code, assets, or both. The installation method is the same on a client and on a dedicated server according to the official wiki, but the files a player must have locally depend on what the Modlet contains.
Before touching the server, gather the following:
- Access to the dedicated server’s installation root, with permission to create and copy folders.
- The Modlet archive downloaded from its author or another source you trust.
- The Modlet’s release notes, including the supported game version and any listed dependencies.
- A current backup of the world save before installing a substantial or unfamiliar change.
- A way to view the server console or log after startup.
Keep the archive unchanged until you have confirmed which directory is the real Modlet root. A download may contain documentation, screenshots, several Modlets, or an extra directory created by the archive utility. Only the folder containing ModInfo.xml belongs directly under Mods.
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Choose the correct installation expectation
Determining whether a Modlet is XML-only or includes code prevents most surprises. The table below describes the practical differences you should check in the downloaded files and the author’s notes.
| Modlet type | Typical files | Server installation | Client requirement | EAC expectation |
|---|---|---|---|---|
| XML-only | ModInfo.xml, XML patches, and possibly a Config directory |
Copy the Modlet folder into the server’s Mods directory. |
Many XML changes can be delivered by the server. Install locally if the author says the Modlet has client-side files. | Hosting documentation describes pure XML Modlets as EAC-compatible. |
| Asset or icon Modlet | XML plus item icons, asset bundles, or other resource files | Install the complete Modlet folder on the server. | Clients need the corresponding icons or asset bundles because those resources are not pushed from the server. | Check the author’s notes; the presence of assets alone does not establish an EAC exception. |
| Harmony/C# code Mod | One or more DLL files, often with a Harmony support folder | Install the complete folder and every documented dependency. | A matching client installation may be required for code-dependent features. | EAC must be disabled in serverconfig.xml for Harmony/C# DLL mods, according to the hosting guide. |
Do not infer compatibility solely from a file extension. A Modlet can include XML and DLL files together, and a seemingly optional icon or bundle can be essential to the player’s experience. Use the author’s version and dependency notes as the final authority for that specific release.
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Find or create the server’s Mods folder
The folder must be inside the dedicated server installation root, not in a general download directory and not in a player’s unrelated game folder. If the server package already has a Mods folder, open it. If it does not, create a directory named exactly Mods, using the capitalization shown.
The installation root is the directory that contains the server’s own executable and data files. Hosting control panels may expose this as a file manager root; a manually managed server exposes it in the directory where the dedicated-server files were installed. If you are unsure which directory is active, inspect the server start configuration or the path shown by the host rather than creating a second Mods folder elsewhere.
Do not put Modlets in a save-game directory, a configuration-only directory, or an archive directory. The game scans the server’s active Mods location for child folders with a valid ModInfo.xml.
Install a Modlet step by step
- Stop the dedicated server. Use the host’s Stop control or shut down the server cleanly. Changing files while the process is running can leave an incomplete copy or prevent the server from noticing the change until a later restart.
- Open the installation root. Navigate to the active server directory, then open or create
Mods. - Extract the downloaded archive. Unzip the archive into a temporary location rather than copying the compressed file itself. Keep the original archive as a rollback reference.
- Locate the Modlet root. Open the extracted directories until you find the folder whose immediate contents include
ModInfo.xml. That folder is the one to copy. If the archive contains several separate Modlet folders, treat each one as a separate installation. - Copy the root folder directly into
Mods. For a Modlet namedExampleMod, the result must beMods/ExampleMod/ModInfo.xml. Preserve all subdirectories, includingConfig, icons, assets, and documented support folders. - Check for accidental nesting. A common extraction result is
Mods/ExampleArchive/ExampleMod/ModInfo.xml. MoveExampleModup one level so thatModInfo.xmlis directly inside the folder immediately beneathMods. - Check the file name. It must remain
ModInfo.xml. Do not change its spelling, extension, or case, and do not place it one directory deeper. - Install documented dependencies. If the author lists a framework or support Modlet, copy that dependency as its own folder under
Mods. Do not merge its files into the main Modlet’s directory. - Review EAC instructions before starting. XML-only installations normally do not require a server configuration change. A DLL-based Harmony/C# Mod may require EAC to be disabled and may specify a
0_TFP_Harmonysupport folder. - Start or restart the server. Allow the startup sequence to finish completely instead of connecting while files are still being loaded.
- Read the startup output. Look for a loaded-Modlet or loaded-mod entry in the server console or log. Record any error that names the Modlet, a missing dependency, a version mismatch, or a failed DLL load.
A successful installation is therefore visible both in the filesystem and in startup output. Seeing the folder in a file manager is not enough if the server log does not recognize it.
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Verify the exact folder layout
Use a simple tree check before investigating more complicated causes. A valid XML Modlet resembles this:
Server installation root/
└── Mods/
└── ExampleMod/
├── ModInfo.xml
└── Config/
└── settings.xml
The names of files beneath the Modlet may differ, but ModInfo.xml must be at the first level of the Modlet folder. These layouts are not valid:
Mods/ExampleMod.zip: the archive was never extracted.Mods/ExampleArchive/ExampleMod/ModInfo.xml: an extra archive directory is in the path.Mods/ExampleMod/Metadata/ModInfo.xml: the descriptor is nested too deeply.Mods/ExampleMod/ModInfo.XMLor another renamed descriptor: the required file name was changed.Mods/ExampleMod/OtherMod/ModInfo.xml: two Modlet roots were merged instead of installed as separate folders.
If an archive contains a top-level documentation directory and a separate Modlet directory, copy only the Modlet directory into Mods. Leave readme files outside the server’s scan path unless the author explicitly identifies them as required assets.
Do clients need the same Modlet?
Not always. The official structure guidance distinguishes data that the server can send from resources that must exist on each client.
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- Icons and asset bundles: These are not pushed from the server. Every client that needs the changed items or visuals must install the corresponding client files.
- Client-dependent code: A DLL or other code feature can require a matching client installation. Follow the Modlet author’s release notes rather than assuming the server copy is sufficient.
The official wiki states that Modlets are installed the same way on a client as on a server. In practice, that means the same folder layout—client installation root, then Mods/ModName/ModInfo.xml—while recognizing that only some Modlets need to be present on both sides.
For a private server, distribute the exact same Modlet release and dependency list to players when the author marks it client-required. Mixing releases can produce missing icons, mismatched item definitions, or code errors even when the server itself starts normally.
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EAC, Harmony, and DLL-based Modlets
Easy Anti-Cheat (EAC) treatment is determined by the type and instructions of the Modlet. Do not disable EAC merely because a Modlet has XML files.
XML-only Modlets
The hosting guidance documents pure XML Modlets as EAC-compatible. Install them in the normal way and leave EAC unchanged unless the specific author says otherwise.
Harmony or C# Modlets
A Modlet that includes DLL files is a different case. The hosting guide says EAC must be disabled in serverconfig.xml for Harmony/C# mods. Such a release may also require a 0_TFP_Harmony support folder and matching client files. Install every dependency exactly as documented; placing only the primary DLL folder under Mods can result in a startup failure or a feature that appears to load but does not work.
Make the decision per release
Read the archive’s release notes before changing EAC. Treat compatibility as Modlet-specific, because two releases with similar names can use different implementations. If the notes do not explain EAC behavior, avoid assuming that a DLL is harmless or that an XML file guarantees compatibility.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why a Modlet is not loading
Work through these checks in order. Correct the filesystem first, then restart and inspect the new startup log so that an old error is not mistaken for the current result.
The server is looking at a different Mods folder
Symptom: The files look correct, but no loaded-Modlet entry appears. Fix: Confirm the directory is inside the active dedicated-server installation root. A host may expose multiple game instances or a panel file manager that opens a parent directory; place the Modlet in the instance that is actually running.
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An extra directory was created during extraction
Symptom: You can find ModInfo.xml, but it is two or more levels beneath Mods. Fix: Move the folder containing ModInfo.xml directly under Mods. The correct pattern is Mods/ModName/ModInfo.xml.
ModInfo.xml is missing or renamed
Symptom: The directory exists but the game ignores it. Fix: Re-extract the original archive and restore the exact file name. The official structure documentation identifies ModInfo.xml as required for recognition.
The game version is incompatible
Symptom: The Modlet is recognized but reports XML errors, missing definitions, or a failure after a game update. Fix: Compare the server’s game version with the release notes. Install a release that explicitly supports the server version, or remove the incompatible release and restore the backup before continuing.
A dependency is missing
Symptom: The log names a framework, support folder, or another Modlet that cannot be found. Fix: Install the dependency as its own child folder under Mods, preserving its own ModInfo.xml. Do not copy only selected files into the primary Modlet.
Clients lack required assets
Symptom: The server loads the Modlet, but players see missing icons, invisible assets, or client-side errors. Fix: Install the author’s client package, including icons and asset bundles, in each client’s Mods directory. Server XML synchronization cannot supply those resources.
EAC blocks a code Mod
Symptom: A DLL-based Modlet fails while EAC is enabled, or clients cannot use its code features. Fix: Check the release notes and hosting guidance. If the Modlet is a Harmony/C# mod, disable EAC in serverconfig.xml only when the documentation requires it, install 0_TFP_Harmony if listed, and distribute any required client files.
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The server was not restarted
Symptom: The files are correct but the running process behaves exactly as before. Fix: Stop the server, confirm the copy completed, then start it again. Check the fresh startup output for the loaded entry.
Installing several Modlets safely
Each Modlet root should remain an independent child of Mods. For example:
Mods/
├── FirstMod/
│ └── ModInfo.xml
├── SecondMod/
│ └── ModInfo.xml
└── 0_TFP_Harmony/
└── ModInfo.xml
Do not combine the contents of FirstMod and SecondMod into a single directory, even if both contain XML files. Separate roots let the game identify each descriptor and make removal or rollback possible without guessing which files belong to which Modlet.
When adding several changes, install one logical group at a time and restart between groups if the author recommends it. That approach makes the first failing addition identifiable. If the server stops loading after a new group, remove that group, restore the save backup when necessary, and test the previous known-good set before trying a different release.
Updating, removing, and rolling back
Updating a Modlet
Stop the server, preserve a copy of the current Modlet folder, and then replace it with the new release’s complete folder. Do not overwrite selectively if the author changed file names or dependencies. Recheck the new folder’s immediate ModInfo.xml, review version notes, and restart before allowing players to connect.
Removing a Modlet
Stop the server and remove only that Modlet’s folder and any dependency that no other installed Modlet needs. Keep a backup of the removed folder until the server and save have been tested. A Modlet that added items or changed world data may leave a save dependent on those definitions, so removal can have consequences beyond the folder itself.
Rolling back after a failure
Stop the server, restore the previous Modlet folder, reinstall the previously required dependency version, and return any EAC setting to its former state. If the world was saved after a breaking change, restore the pre-change save backup as well. Start the server and verify the loaded-mod entry before inviting players back.
How to evaluate a Modlet before putting it on a live server
Use the following checklist for each release:
- Implementation: Is it XML-only, or does it include DLLs and other code?
- Client scope: Does it require client-side icons, asset bundles, or code files?
- EAC: Does the author explicitly state whether EAC remains enabled?
- Game-version support: Is the current server version named in the release notes?
- Dependencies: Are frameworks such as
0_TFP_Harmonyor other Modlets required? - Save impact: Does the author explain whether a backup is needed and how to remove the Modlet?
- Rollback: Are older files or a previous release available if the update fails?
A Modlet that answers these questions clearly is easier to operate than one that provides only a download link. Keep the release notes with your server backup so a future administrator can reproduce the same installation.
Operational checklist
- Back up the save and the currently installed Modlet set.
- Stop the dedicated server.
- Open the active installation root and its
Modsdirectory. - Extract the archive outside the server directory.
- Find the folder that directly contains
ModInfo.xml. - Copy that folder directly into
Mods, preserving its subfolders. - Install each documented dependency as a separate Modlet root.
- Review client-file and EAC requirements.
- Start or restart the server.
- Confirm a loaded-mod entry in the console or log before testing gameplay.
This process addresses the recognition rules, client limitations, and code-mod exceptions that account for most installation failures.
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