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Install a Modlet by stopping the dedicated server, placing the Modlet folder that directly contains ModInfo.xml in the server’s Mods directory, and restarting the server. The final path must look like Mods/ModName/ModInfo.xml, not Mods/Download/ModName/ModInfo.xml. After the restart, confirm that the server console or log reports the Modlet as loaded.
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That basic process works for XML-only Modlets, but client assets and DLL-based features change what players must install and whether Easy Anti-Cheat (EAC) can remain enabled. Use the procedure and checks below before adding a Modlet to a live save.
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A Modlet is a packaged modification for 7 Days to Die. Most are XML changes that alter items, recipes, loot, blocks, entities, progression, or other definitions. Some packages also include assets such as item icons or asset bundles, while larger code mods include DLL files and may depend on a Harmony support folder.
Have administrative access to the dedicated server’s installation files, the Modlet’s archive, its release notes, and a current backup of the save. Do not make file changes while the server is running; the server can keep old files in memory and may overwrite data during shutdown.
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Identify the Modlet type first
| Package characteristic | What it usually changes | Server installation | Client requirement | EAC consideration |
|---|---|---|---|---|
| XML-only files | Definitions and configuration read by the game | Install the Modlet folder under Mods |
Often no separate download when only XML is changed; verify the author’s notes | Documented as EAC-compatible by the hosting guidance |
| XML plus icons or asset bundles | Definitions plus visual or packaged assets | Install the complete folder on the server | Players need the client-side files because icons and asset bundles are not pushed by the server | Check the Modlet documentation |
| DLL, Harmony, or C# files | Runtime code and features XML alone cannot provide | Install the required folders and dependencies exactly as documented | May require matching files on every client | EAC must be disabled in serverconfig.xml; some packages require a 0_TFP_Harmony support folder |
Do not infer compatibility from the word “Modlet” alone. Before copying anything, check the package’s supported game version, dependencies, client files, EAC instructions, and rollback notes.
Install a Modlet on the dedicated server
The following procedure applies to a server managed through its files, whether it is on your own machine or a hosting control panel that exposes the installation directory.
- Stop the server completely. Use the server’s stop control or shut down the dedicated-server process and wait until it is no longer running. Installing while it is active can leave the process using stale files.
- Open the server installation root. This is the directory containing the dedicated server’s game files and configuration. Do not assume that a web panel’s home directory, a backup directory, or the save-game directory is the correct root. If the panel offers a file manager, locate the directory in which the game server executable and configuration files reside.
- Create or open
Mods. At the installation root, make a folder named exactlyModsif it does not already exist. Keep the spelling and capitalization consistent with the game’s expected directory name. - Download the Modlet archive. Preserve the original archive until the installation has been verified. Read any included README or release notes before extracting it.
- Extract the archive to a temporary location. Inspect the extracted files instead of copying the archive itself into
Mods. The folder you need is the Modlet folder that directly containsModInfo.xml. - Copy that Modlet folder into
Mods. Copy the whole folder, including its XML files, configuration directories, icons, asset bundles, and any other files supplied by the author. Do not merge its contents into another Modlet’s directory. - Check the path before starting. The required shape is
Mods/ModName/ModInfo.xml. If the package uses configuration files, they may appear below it, for exampleMods/ModName/Config/.... - Start or restart the server. Let the process finish its normal startup rather than joining immediately while files are still being loaded.
- Read the console or log. Look for a message showing that the Modlet was discovered or loaded. If there is no load entry, stop and correct the file layout before testing gameplay.
Use the correct folder layout
ModInfo.xml is the file the game uses to recognize a folder as a Modlet. It must be immediately inside the folder placed under Mods.
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Correct layout
Server installation root/
└── Mods/
└── ExampleMod/
├── ModInfo.xml
├── Config/
│ └── ...
└── other supplied files
A Modlet with no configuration directory is still valid as long as its own folder directly contains ModInfo.xml.
Common incorrect layouts
| Incorrect path | Why it fails | Correction |
|---|---|---|
Mods/ExampleMod.zip |
The archive was never extracted. | Extract it and copy the folder containing ModInfo.xml. |
Mods/ExampleMod/ExampleMod/ModInfo.xml |
The archive added an extra wrapper directory. | Move the inner Modlet folder directly under Mods. |
Mods/Download/ExampleMod/ModInfo.xml |
The download or extraction folder is between Mods and the Modlet. |
Copy ExampleMod directly into Mods. |
Mods/ExampleMod/Info.xml |
The recognition file was renamed or is missing. | Restore the author’s original ModInfo.xml; do not rename it yourself. |
Mods/ExampleModA/ModInfo.xml with files from Modlet B merged inside |
Separate Modlet roots were combined, so files and metadata can conflict. | Keep each Modlet in its own folder directly under Mods. |
A Mods folder inside the save directory |
The game looks for the server’s installation-root Mods directory, not an arbitrary save folder. | Place it beside the server’s game files at the installation root. |
Folder names supplied by an author should normally be preserved. The important requirement is not a particular Modlet name; it is the direct parent-child relationship between the Mods directory, the Modlet folder, and ModInfo.xml.
Do players need the Modlet on their computers?
The official 7 Days to Die Wiki states that “Modlets are installed the same on Client as they are on a Server.” That means the same folder-and-ModInfo.xml method applies when a player must install a Modlet locally, but it does not mean every server Modlet must be duplicated on every client.
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XML changes that the server can provide
XML changes can be pushed from the server to connected clients. For a Modlet that changes only XML definitions, the server installation may be sufficient, subject to the author’s version and multiplayer instructions. Players should still follow the package documentation if it explicitly calls for a client copy.
Icons and asset bundles
Item icons and asset bundles are not pushed from the server. A Modlet that includes either requires the relevant files on each client, installed in the client’s own game installation using the same Mods/ModName/ModInfo.xml structure. A player who joins without those assets may see missing icons, invisible content, loading errors, or other incomplete presentation even when the server loaded successfully.
Code and client-dependent features
Features implemented through DLLs, Harmony, or other client-dependent code may require matching files on every client. A server-only installation can therefore produce connection errors or a feature that works for the administrator but not for ordinary players. Read the Modlet’s release notes for the required client files and exact game version instead of assuming that XML synchronization covers code.
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EAC, Harmony, and DLL-based Modlets
Pure XML Modlets are documented as compatible with EAC by the hosting guidance. DLL-based Harmony or C# mods are different: they require EAC to be disabled in serverconfig.xml, and some require the 0_TFP_Harmony support folder plus matching client files.
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- If the package contains only XML and the documentation identifies it as EAC-compatible, leave EAC unchanged.
- If it contains DLLs or explicitly requires Harmony, follow the documented EAC setting and dependency order.
- Install required support folders exactly as named; do not rename a dependency to make it look cleaner.
- Tell every player when client-side code files are required. A server restart cannot distribute DLLs.
- Restore the previous EAC setting when removing the code mod, then restart and verify the server’s startup messages.
Disabling EAC changes the server’s protection model. Make that decision only for a trusted group and only when the Modlet’s functionality justifies it.
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Verify a successful installation
Verification has two separate parts: file discovery and in-game behavior. A server can have a correctly named folder but still reject a Modlet because of an unsupported game version or missing dependency.
- Stop the server again if you need to correct files; never edit a live installation while it is loading.
- Confirm that every folder immediately under
Modscontains its ownModInfo.xml. - Check that no archive, download wrapper, or second copy of the Modlet is taking precedence.
- Start the server and watch the console or log for a loaded-Mod entry.
- Join with a test character or a copy of the save and exercise the specific feature the Modlet is meant to provide.
- For client-asset packages, verify the icon or bundled asset from a client that has installed the required files.
- Record the working folder layout and Modlet version so you can reproduce or roll back the setup.
Do not use the absence of an obvious error in the console as proof that every feature works. A missing client asset can be silent on the server while still producing a broken client experience.
Troubleshoot a Modlet that does not load
The console shows no loaded-Mod entry
- Wrong Mods root: Recheck that the folder is at the server installation root, alongside the game’s dedicated-server files, rather than inside a save, backup, or unrelated panel directory.
- Nested extraction: Open the path one level at a time. The first folder under
Modsmust be the Modlet folder, andModInfo.xmlmust be inside it. - Missing or renamed metadata: Restore the original
ModInfo.xml. Do not change its spelling, extension, or location. - Archive copied instead of extracted: Extract the download and copy the resulting Modlet folder.
The Modlet loads but its feature is absent
- Confirm that the feature belongs to the installed version and that the server is running the game version listed by the author.
- Check for a dependency that must be installed as a separate Modlet or support folder.
- Inspect the package for XML files that belong in a particular subdirectory, such as
Config, and preserve the supplied hierarchy. - Test with a new world or a safe copy of the save if the feature affects generated loot, world data, or progression; existing save data may not retroactively change.
Clients see errors, missing icons, or invisible content
- Install the Modlet’s client-side icons and asset bundles on every affected computer.
- For DLL or Harmony packages, install the exact client files and dependencies specified by the author.
- Make sure client and server game versions match the Modlet’s supported version.
- Remove duplicate or older client copies that can conflict with the current package.
The server fails after adding a DLL mod
- Stop the server and review the dependency list, including any required
0_TFP_Harmonyfolder. - Check that EAC was changed only when the package requires it and that the setting is in the active
serverconfig.xml. - Remove the newly added code Modlet temporarily and restart. If the server recovers, restore the backup and add dependencies one at a time.
- Read the startup log for the first error, not only the final cascade of messages.
Backups, updates, and rollback
Keep a save backup before major Modlet changes, as recommended in the hosting guidance. This matters especially for Modlets that alter world generation, progression, blocks, entities, or saved data. A file backup lets you return to the pre-mod state if an update is incompatible; it cannot guarantee that a save already changed by a Modlet will be safe after the Modlet is removed.
A cautious update sequence
- Stop the server and make a dated backup of the save and the current
Modsdirectory. - Record the old Modlet version and the exact folder layout.
- Read the new release notes for game-version changes, dependencies, migration steps, and client files.
- Replace the old Modlet folder rather than mixing old and new files, unless the author specifically instructs an in-place merge.
- Install or update dependencies before starting the server.
- Start the server, inspect the load messages, and test on a backup copy of the save first.
- Distribute any required client update before inviting players back.
Removing a Modlet
Stop the server, move the Modlet folder out of Mods instead of deleting it immediately, and keep the backup. Restart and inspect the log. If the save no longer loads correctly, stop again and restore the backup rather than repeatedly switching the Modlet on and off on the only copy of the world.
How to evaluate a Modlet before putting it on a live server
When two Modlets appear to solve the same problem, compare the properties that affect administration rather than choosing only by screenshots or feature lists.
| Evaluation point | Questions to answer | Why it matters |
|---|---|---|
| File type | Is it XML-only, or does it include DLLs, Harmony, or C# code? | Determines EAC settings, dependencies, and the risk of startup failures. |
| Server versus client scope | Are icons, asset bundles, or code files required on clients? | Determines whether every player must install a matching package. |
| Game-version support | Which game version does the author identify as supported? | XML paths and code APIs can change between versions. |
| Dependencies | Does it require another Modlet or a support folder such as 0_TFP_Harmony? |
A missing dependency can prevent loading or disable part of the feature. |
| EAC policy | Does the documentation explicitly permit EAC, or require it to be disabled? | Avoids changing server security settings unnecessarily. |
| Rollback guidance | Does the author document removal, migration, or save-backup requirements? | Clear rollback instructions reduce the chance of losing a world after an update. |
Choose the package whose requirements you can support for every player and whose version and dependency information is explicit. A smaller XML-only Modlet can be operationally safer than a code mod when both provide the needed change, but the correct choice depends on the feature you need.
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Quick administrator checklist
- Server stopped before file changes.
- Backup made before a major installation or update.
- Modlet’s supported game version checked.
- Required dependencies identified.
- Folder directly under the server’s installation-root
Modsdirectory. ModInfo.xmldirectly inside that Modlet folder.- No extra archive or download directory in the path.
- Client icons, asset bundles, or code files distributed when required.
- EAC changed only for a Modlet that explicitly requires it.
- Server restarted and the console/log checked for a loaded-Mod message.
- Feature tested on a backup or test world before returning to the live save.
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