Installing "Modlets" in Seven Days to Die
The Alpha 17 version of 7 Days to Die introduced a new modding system to the game called "modlets". This guide will explain what they are and how to use them.
What are "Modlets"?
Modlets are self-contained files that will make adjustments to the .XML
files used by the game. They are loaded automatically by the game during the initial loading only.
No direct changes are made to game files, allowing many modlets to be used simultaneously with far fewer conflicts than the previous method. Some conflicts can still happen, like for example if two mods both try to change the same crafting recipe requirements simultaneously. Since the .XML
files that the game uses are not being edited, the modlets can also be instantly and easily removed with no lasting changes made to the game's core files (though it may cause issues with saves that contain the modded information).
This modlet system completely avoids the manual editing of game files that was often required during the previous system.
Finding Modlets
The best source for finding modlets is on the official 7 Days to Die forums. There is a permanent category for "mods" in the forum, and authors will post announcements about their modlets there.
Posts in the forums are often proceeded by tags, such as "MODLETS". There are other tags such as "OVERHAUL", "PACKS", "SDX", and "API" which are used for other systems. Just look for the "MODLETS" tag. The authors will usually provide directions on where to download their modlets in their posts, which can vary from private websites to GitHub. If an author has written multiple modlets, they often provide their modlets contained in one single large package. Download the entire package and unzip it. You will find separate folders for each one of their modlets inside.
Each modlet will have one or more folders inside of it, and a file called modinfo.xml
. The modinfo.xml
file is very important make sure it's in the folder. You can see an example of this particular HUD mod's file contents in this screenshot:
Installing Modlets on the Server
Upload the modlet folder into the Mods
folder in the Server Files tab, using either drag & drop into the server files or FTP. If it's in a .zip format, you'll need to select the file and Unzip
it so it's a regular folder.
Restart the server. You're done. Not kidding, that's it.
Modlets on the Client
Players who want to connect to a modded server will need the same modlets installed into a Mods
folder on their client as well. The process is thankfully the same as installing the modlets on your server, so you can repeat the same steps above on your game client as well.
Double Check Modlets are Properly Installed
You can review the output_log.txt
to confirm which modlets have been properly loaded once the server is started. Within Nodecraft Pro, the output_log.txt
can be viewed in the "Console" section on the left-hand side.
Removing Modlets from the Server
Remove them from the Mods
folder. Click on the check box of the modlet you wish to delete, then click Delete
.
Installing Other Types of Mods to Your Server
Installing the other types of mods (such as the ones labeled as Overhaul mods) is very possible to install on our servers. They usually come with their installation instructions from the mod authors who made them which you will want to follow. The reason for this is that they provide files that replace the vanilla files with their own modified ones. Mods that fall under this category are the popular "Darkness Falls" and "Mischief Maker" mods. Since these mods replace the vanilla ones, you can imagine that if 2 mods want to change the same files but in different ways, conflicts can easily happen. We highly recommend making backups of your server whenever you decide to add these types of mods to your server.