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How to Install Mods on a 7 Days to Die Server

A complete guide to installing 7 Days to Die mods on a dedicated server, including folder structure, client requirements, EAC, version checks, log verification, troubleshooting, updates, and rollback.
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Install a 7 Days to Die mod by extracting its archive, copying the mod’s top-level folder— the one containing ModInfo.xml—into the dedicated server installation root’s Mods folder, and restarting the server. Server-only mods need no player-side installation; mods that add client assets or code require every player to install the same version in their own game folder. Check version and EAC requirements before anyone connects, then use the server log to confirm loading.

What you need before installing

A mod can change XML definitions, add assets, run code, or combine all three. Those categories determine whether the server alone is enough, whether players must install files, whether Easy Anti-Cheat (EAC) can remain enabled, and whether an existing world is safe to keep. Treat the mod’s own documentation as the authority for those requirements.

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  • A matching game build: Confirm that the mod supports the game version running on your dedicated server and on every client. A mod made for another build may fail silently, produce errors, or prevent connections.
  • File access and restart control: You need permission to upload or copy files into the dedicated installation and to stop and start the server. On a managed service, these controls may be exposed through a file manager and control panel rather than the operating system.
  • A backup: Copy the server save before a substantial mod installation or update. A mod can alter blocks, items, entities, quests, or world data in ways that are not automatically reversible.
  • The mod’s requirement list: Note whether it is server-only, client-required, XML-only, asset-based, code-based, EAC-compatible, and whether its author recommends a fresh world.

Do not place a downloaded archive in the server and assume it will be detected. Recognition depends on the extracted folder structure and the presence of ModInfo.xml.

Server-only and client-required mods

The word “mod” covers several installation models. Use this distinction before copying anything so you do not ask players to install files they do not need—or leave them without assets the server cannot provide.

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Mod type Server installation Player installation Typical behavior
Server-only XML or rules change Required Usually not required The server supplies changed definitions or rules. Players can often join an unmodified game client.
XML plus custom icons, models, sounds, or asset bundles Required Required for every player The server may deliver some XML changes, but local visual or audio assets still have to exist on each client.
Code or gameplay modification Required Follow the author’s instructions May require a matching client package and may require EAC to be disabled.
Dependency or framework mod Required Only if the dependency documentation says so Must be installed in the order and versions specified by the author.

“Server-only” describes where the files must be installed, not whether the mod changes gameplay for everyone. A server-only rules mod still affects all connected players through the server’s simulation. Conversely, a mod that adds an icon or bundle can require client files even when its gameplay definitions are sent by the server.

Find the correct server folder

The official 7 Days to Die documentation describes the server location as the Mods directory inside the game installation root. The exact parent path varies with the operating system, installation method, and hosting provider, so identify the root that contains the dedicated-server files rather than using the location of a random client download.

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Self-hosted server

  1. Stop the dedicated server cleanly. This prevents a running process from overwriting files or saving while you are changing the installation.
  2. Open the directory where the dedicated-server build is installed. It is the directory selected by your server installation or update tool and contains the server executable and its configuration files.
  3. Look for a folder named Mods. If it does not exist, create one with that exact capitalization and spelling.
  4. Keep the server root separate from a player’s game-data directory. The two locations can both contain a Mods folder, but they serve different installations.

Managed server

Use the provider’s file manager, SFTP access, or documented upload method to open the dedicated installation root. Some panels expose several directories; choose the one that contains the server build, not a temporary upload area. If the panel has a one-click mod installer, inspect the resulting folder afterward so you can confirm that the extracted mod directory sits directly under Mods.

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Install a modlet on the dedicated server

The following procedure matches the basic process described by the official modlet guidance and current installation guides.

  1. Read the mod’s compatibility notes. Record the supported game version, dependencies, server/client scope, EAC requirement, save-world warning, and any load-order instruction. Do this before downloading an update over an existing installation.
  2. Download the archive from the mod publisher. Keep the original ZIP or other archive outside the server directory. If the publisher provides a checksum or release version, retain that information so you can identify exactly what was installed.
  3. Extract the archive outside the server. Open the extracted contents and locate the mod’s top-level directory. The directory you need contains ModInfo.xml, normally alongside the mod’s configuration and asset subfolders.
  4. Check for an extra wrapper directory. Archives sometimes unpack as DownloadName/ActualMod/ModInfo.xml. In that case, ActualMod is the folder to copy. Do not copy a parent folder that contains only another folder.
  5. Copy the complete mod folder into Mods. The final layout should look like ServerInstall/Mods/ModFolder/ModInfo.xml. Copy all subfolders and files; do not copy only the XML file.
  6. Do not leave only the archive in Mods. A ZIP, RAR, or 7z file is not a recognized mod installation. If an archive contains multiple separate mods, place each folder containing its own ModInfo.xml directly in Mods.
  7. Check permissions and names. The server process must be able to read the folder and files. Avoid renaming the directory unless the mod author explicitly permits it, because dependencies or update scripts may expect the published name.
  8. Start or restart the server. A running server normally reads mods during startup, so a file copy alone will not activate a newly installed mod.
  9. Inspect the startup log. Search for the mod name, its identifier, or a message indicating that the folder was loaded. Also look for XML parse errors, missing dependencies, duplicate identifiers, and stack traces.
  10. Test the feature in game. Connect with the intended client configuration and exercise the mod’s documented feature. A log line confirms detection, not that every asset or gameplay path works correctly.

Correct and incorrect layouts

Layout Result
Mods/ExampleMod/ModInfo.xml Correct: the recognized mod folder is directly under Mods.
Mods/ExampleMod/Config/... with ModInfo.xml in ExampleMod Correct, provided the file and all required subfolders are present.
Mods/ExampleMod.zip Incorrect: the archive has not been extracted.
Mods/DownloadedArchive/ExampleMod/ModInfo.xml Usually incorrect: an extra nesting level hides the actual mod folder.
Mods/ModInfo.xml with no containing mod folder Incorrect: the top-level mod directory is missing.

Install client files when the mod requires them

If the documentation says the mod includes client assets, code, or a client package, every player must install the same release in the Mods folder of their own game installation. The client procedure is the same: extract the archive, copy the folder containing ModInfo.xml directly into the game’s Mods directory, and launch the game after closing it completely.

Players can use the game launcher’s Open game folder option to locate their installation before creating or opening Mods. Do not substitute the server’s folder for the client’s folder. A player who has the server files but not the local assets can still see missing icons, invisible objects, failed asset loads, or a connection error.

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Distribute one exact mod version to the group. Mixing releases can produce different item IDs, definitions, or asset bundles even when the folder names look identical. When updating, stop the server, update the server copy, provide the matching client copy, and restart before asking players to reconnect.

Do you need to disable EAC?

There is no universal yes or no. EAC is mod-specific. Some code or gameplay modifications require EACEnabled=false on the server and EAC disabled for clients; many XML-only changes do not. Follow the mod author’s requirement instead of changing the setting pre-emptively.

When the mod requires EAC to be disabled

  1. Stop the server.
  2. Open the server configuration used to start the dedicated instance.
  3. Set the EAC option to EACEnabled=false exactly as the server configuration format requires.
  4. Apply the equivalent EAC-disabled choice in the client launcher or startup options for every player, if the mod documentation requires it.
  5. Restart the server and have players relaunch with the same security setting.

Disabling EAC changes the security posture of the server. Tell players before they join, restrict access appropriately, and re-enable EAC when removing the mod if the server is intended to return to an unmodified setup. If the mod does not require EAC changes, leave EAC enabled.

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Version, dependency, and world checks

Keep three versions aligned: the dedicated-server game build, the mod release, and—when client files are required—the player client build and mod release. A connection can fail even when the server log shows the folder because the client is on a different game or mod version.

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  • Dependencies: Install required frameworks or libraries in the versions specified by the mod author. Missing dependencies commonly appear as startup errors or absent features.
  • Load order: If two mods edit the same XML entries, the effective result can depend on load order or compatibility patches. Follow the author’s order and avoid combining mods that claim the same identifiers without a documented compatibility method.
  • Existing worlds: A mod that adds blocks, items, quests, or procedural content may recommend a fresh world. Do not assume removing the mod later will remove its data safely.
  • Save backup: Keep a dated copy of the save before installation and before major updates. Store it outside the live server directory so an automated cleanup cannot remove both copies.
Comparison question Why it matters What to record
Supported game version Prevents incompatible definitions and connection mismatches. The exact game branch or release named by the author.
Server-only or client-required Determines what every player must install. Server, client, or both.
XML-only, asset, or code changes Predicts EAC and missing-asset risks. File types and client package requirements.
EAC requirement Controls server security and launch settings. EAC compatible, or the exact disable instruction.
Save/world impact Determines whether an existing world can be reused safely. Backup and fresh-world recommendation.
Update cadence Frequently updated mods may need action after game patches. Release date, supported branch, and dependency changes.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Support on Ko-Fi

Verify a successful installation

Use three independent checks rather than relying on one. First, confirm the folder layout and ModInfo.xml. Second, read the startup log for the mod’s load message and for errors immediately after it. Third, connect with the correct client setup and test the feature in a controlled area or test world.

A mod can be detected and still fail during use. For example, an XML definition may load while a missing texture causes an error only when the item is displayed. Test the mod’s documented commands, items, blocks, recipes, or gameplay behavior instead of checking only that the server started.

Troubleshoot a mod that is not loading

The server log never mentions the mod

  • Confirm that the extracted folder—not the archive—is directly under Mods.
  • Open the folder and verify that ModInfo.xml is at its top level.
  • Remove an extra wrapper directory created during extraction.
  • Check that the server was fully restarted after the copy.
  • Verify that the server process is using the installation root you edited; managed panels can expose more than one instance or staging directory.

The log reports XML, dependency, or identifier errors

Read the first error rather than only the final stack trace. Reinstall the exact release, add the named dependency, and follow any required load order. If two mods edit the same identifier, disable one and restart to determine which combination causes the conflict. Do not “fix” an XML file by deleting sections unless the mod author documents that change.

Players are kicked or cannot connect

  • Compare the server game build with each client build.
  • Compare the mod folder names and release versions on the server and on clients that require local files.
  • Check whether the mod requires EAC disabled on both sides.
  • Temporarily test with one correctly configured client to separate a group-wide configuration problem from a single player’s installation.

The feature works, but icons, models, or sounds are missing

This usually indicates a client-content requirement. Have every affected player install the matching client package in the game’s own Mods folder, then restart the game. Confirm that asset subfolders were copied intact and that the player did not install the archive or an extra nesting level.

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The server crashes or the world behaves incorrectly

Stop the server and preserve the log and save backup before making more changes. Rename or remove the newly installed mod folder, restart with a vanilla Mods directory, and reproduce the issue. If the problem disappears, reintroduce mods one at a time, restarting after each change. A fresh test world can show whether the issue is tied to existing save data, but it does not prove that an old world is safe for production use.

The official support boundary is explicit: “Unfortunately, we do not maintain any familiarity with how any particular third party mod works or what issues it may have, and therefore are unable to offer any support for mods that may have been installed.” The 7 Days to Die Help Center updated that statement on October 1, 2026. For a mod-specific fault, the publisher’s documentation, issue tracker, and release notes are the appropriate support channels.

Update, remove, or roll back a mod

Safe update sequence

  1. Tell players the server will be offline and record the currently installed mod release.
  2. Stop the server and back up the save.
  3. Move the old mod folder outside the live Mods directory instead of deleting it immediately.
  4. Extract the new archive and copy its folder containing ModInfo.xml into Mods.
  5. Update any required dependencies and check whether EAC or a fresh world is now required.
  6. Start the server, inspect the log, and test the feature before distributing matching client files.

Removal and rollback

To remove a mod, stop the server and move its folder out of Mods, then restart and inspect the log. Also remove the corresponding client folder when the mod required client installation. If the save depends on the mod’s content, restoring a pre-mod backup may be safer than opening the world after removal. To roll back an update, restore the previous mod folder and the matching client release, or restore the dated save backup when the update changed world data.

When managed hosting is the practical option

If you cannot access the dedicated installation root, upload files, or restart the process, a managed 7 Days to Die server service can provide those controls through a panel. Before choosing one, verify that it supports custom mod uploads, server restarts, log access, scheduled backups, your region, and the EAC setting required by the mod. The provider should also explain whether its automated updates can overwrite the Mods directory. These checks matter more than a one-click installer that hides the resulting folder structure.

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Quick pre-launch checklist

  • The mod supports the server’s current game build.
  • Dependencies, load order, EAC setting, and world requirements are documented.
  • A dated save backup exists outside the live server directory.
  • The extracted folder containing ModInfo.xml is directly inside Mods.
  • No archive or extra wrapper directory remains in the live path.
  • Every player has matching client files when assets or code require them.
  • The server was restarted and its log shows the mod loading without errors.
  • The feature was tested before the server was opened to the full player group.

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