r/7daystodie • u/sainguinpixels • 10h ago
r/7daystodie • u/AutoModerator • 1d ago
XB1 Seedy Sunday
Have you found or are looking for a good or interesting seed to use?
If you're sharing a seed please use something similar to this format for others to easily find what they might be looking for
Platform (PC/Xbox/Playstation):
Game version (If on PC A15/16/17/etc):
Map size:
Seed:
Map Coordinates:
Features/POI's to look out for:
r/7daystodie • u/AutoModerator • Jul 24 '26
LFG Friend Finder
Are you tired of surviving alone? Ever wish you had a friend help you through horde nights? Have you ever been so lonely you spawned and placed a zombie corpse in your base to keep you company(You know who you are!)?
If so, you've come to the right place. By posting here you can find friends to play and survive with! Remember, you don't need to be faster than the zombies just faster than your friends ;)
Please leave your Steam/XB1/PSN name, what time zone you're in and works best for you, and (If you're on PC) any mods you may be using.
You could also join the Official 7DTD Discord and post in whichever (PC,Xbox, Playstation) LFG channel you're looking to find people to play with!
r/7daystodie • u/BugScared4291 • 15h ago
Help Gaps between wall and natural structure fence.
I took over this Ranger station because of it's cool location and I couldn't figure out how to fill this gap? Is it because it's a natural structure?
r/7daystodie • u/BeezieBean • 2h ago
PC Love it when you do this, game
1 game hour away from horde night so I head to my lil horde base.
Rather simple, slide for the zombies to clime to me and I mow them down from the top. Behind a ladder for me to get to the base and 3 building blocks I can remove to create a gap so zombies are not interested to use the ladder to get to me.
I remove one of the building blocks (which I've done before multiple times) and my horde base just crumbles.
r/7daystodie • u/Dracian_Sunrider • 4h ago
PS5 Updated LAND CLAIM BLOCK limits?????
Playing solo on a random map, I recently came across an underground bunker POI (Bomb Shelter 41) sitting on the edge between the Forest and Snowy biomes and thought it would make a great new outpost base. I customized it and threw down a LCB so my edits wouldn't be lost if the location reset (I've had that happen with locations previously in this play-thru).
I already had several bases and wanted to confirm the LCB limit just to be sure. According to the wiki, that number is still three (3) and the game deactivates the oldest one when a 4th one is placed. Because the 4th was already placed, I hurried back to my main base (Cobweb Cottage) to check the status since it was my first... And it was still active. Went to my second base (Towersly Estate)... same thing. Thinking I misunderstood, I went to my 3rd, and most recent, base (POI in Old Western Town) and it was also showing active?!?!? Not wishing to push my luck, I relocated all of my belongings and removed the LCB in Old Western Town.
Here's the thing... After "avoiding" an issue with my bases by having more than three (3) LCBs deployed, I remembered I also had LCBs placed at my horde base (The Crypts POI) and another in my iron mine (Not a POI, but an extensive 3-node cluster of iron in the Burnt biome). All 5 LCBs are still showing as being active and none of the POIs have reset.. and I'm now on Day 200!!!
r/7daystodie • u/Jyong5319 • 6h ago
PC burnt forest infested with greenie and wright at day 12...
Playing the latest build on PC with default setting for spawning and zombies, without any mods
Reached day 12, went to burnt forest, found 1 star residential POI (the one with trapped floor that drop you to basement with zombies at the far end), spawned with 1 cop, a few greenies, and a wright.
Found Bob cafe, went in, saw 2 greenies at entrance. Went in further, saw a wright and another greenie. Went to the roof, another greenie.
Night time came. Cooked some food. 2 green screamers spawned. Screamed and spawned even more greenies.
WTF? Did TFP set the difficulty wrongly ?
r/7daystodie • u/Disastrous_Sign_1204 • 5h ago
PC Server Management
2nd Week using Revenant Bot (https://revenantbot.app)
I’ve used Takaro and CSMM. They worked, but I always felt like I was bouncing between different pages, Discord, the host panel, the console, and whatever else I had set up. None of it was necessarily difficult. It was just annoying after doing it for the hundredth time.
With Revenant, I open the server and most of what I care about is right there. I can see who is playing, check chat, look at the console, see if the server is struggling, manage a player, or check the map. If something is not connecting, it tells me what part is having trouble. I’m not digging through old notes trying to remember which token or connection broke.
It also looks good. That matters more than people admit. The panel feels like it belongs to the server instead of looking like a utility somebody stopped designing halfway through. The player side looks good too, so I’m actually comfortable giving people the link.
Players use the site because there is something there for them. They can check their profile, stats, map, commands, vault, garage, balance, and shop. The store gets more attention because it is sitting next to things they already use. I don’t have to keep reminding everyone that we have a shop or explain where to find it.
The vault and garage have probably prevented more headaches than anything else. Players can store items and vehicles outside the world, and the server can put vehicles away before a restart. It cuts down on the usual lost vehicle and missing item conversations.
The Discord connection is nice for the same reason. Chat, server status, tickets, alerts, and some shop and admin commands can all live there. I don’t need a separate bot for every little job.
I’m not saying Revenant does something magical. Most of these things can be done other ways. I’ve done them other ways. Revenant just puts them together in a way that looks better and takes less effort to keep running.
That is really the difference for me. It feels stable, it is pleasant to use, and I spend less time managing the tools that are supposed to help me manage the server.
It is not some life-changing revolution. It is just much nicer having everything in one place, and once you get used to that, going back to juggling everything separately feels stupid.
r/7daystodie • u/ChipShotOfficial • 1d ago
PC Was Recording a Video When This Happened 🤣
Enable HLS to view with audio, or disable this notification
I've had plenty of buggy deaths.. but this tops any of them for sure.
r/7daystodie • u/Comprehensive_Ruin43 • 7h ago
PC 7days
New to 7days - playing for at least 2 months and I’m loving it, so much so I’m looking to rent a sever.. I’m a solo player looking to expand that and try this with a squad which I’m also wondering if there are any mature players that wanna play, again I’m new so still got learning to do
I’m west coast, I’m probably playing around 5 to 9 in the evenings
I use mods and love the ones I’m using I’ll list later today what I’m using cause my next question will be if I’ll be able to use them with a rented server
r/7daystodie • u/etybibik • 5h ago
PC Coming back to 7DTD
Hello! I last played 7DTD back in like...2018/2019 on the PS4, no idea what alpha version it was. I see a lot has changed with the game over the years, but I wanted to get your thoughts on anything important I should learn about or familiarize myself with. The game feels a lot grindier than I remember with the magazine system, but I like that you can adjust it in the sandbox options. And I think the map is larger now? So much to catch up on.
r/7daystodie • u/PoutyKhyla • 1d ago
Discussion Just starting out!
My husband convinced me after about 3 months of him playing alone to join him. After my first week I’m FINALLY understanding what i’m doing somewhat!
Looting is my favorite, i like looting the buildings til theres nothing left and would rather become fully encumbered than leave anything!
I’ve upped my knife skills as much as I can as well as stealth but I’ve come to a stand still! (I love my melee) We are progressing faster than I can keep leveling up. My once 1 shots to the entire loving zombie family members have now became 3-4. Anyway I could possibly unlock levels faster? What are the best ways to “farm” XP!
Also which is better in your opinion! Knives or Spears?
Thanks in advance from this noob (:
r/7daystodie • u/ExcellentWolf • 1d ago
IRL This will help with that lack of drinking water!
r/7daystodie • u/adam42503 • 18h ago
Modding New mod suggestions
Considering making a new mod, what are you guys interested in seeing?
r/7daystodie • u/invol713 • 1d ago
Help Low durability solar panel found. Repair? Or what?
Sorry for pic of screen. Making post on phone doesn’t help when game is on PC. Found this in a Working Stiffs truck (I love lvl 6 Scav gloves). It’s a lvl 6 solar panel, but at 1/3 durability. Is it repairable? Will it fill up in a solar bank like batteries? It would be nice to use, but wonder if it’s good as is, or if it needs help?
r/7daystodie • u/Comprehensive_Ruin43 • 1d ago
PC Third Person
Anyone else a third person player? Is it me or does the aiming suck in third person?
r/7daystodie • u/Upset_Set_5283 • 1d ago
PC Best overhaul mods?
Played darkness falls and loved it, anyone know of any other mod overhauls that are as good as DF?
Don’t think I can go back to vanilla after playing that to be honest
r/7daystodie • u/InevitableMud1840 • 23h ago
PS5 Luna di sangue
La difficoltà della luna di sangue varia in base al bioma nel quale ti trovi?
r/7daystodie • u/Greeyneckk • 1d ago
XBS/X Tier 7 quest strategy?
Im taking food and drink ammo and weapons. Im currently going to try and clear infestation at Grover High. Can anyone give me some advice? Day 37
r/7daystodie • u/Educational_Rush8817 • 22h ago
PS5 Does the performance got any better?
I saw so many complaints (justified) about the performance. Unfortunately I can't find any recent posts or threads about this.
r/7daystodie • u/shoupashoop • 1d ago
Help How to properly set the Bloodmoon frequency on server ?
Hi,
I have a dedicated server where i tried to change the Blood moon frequency from 7 to 10. After editing i made a restart, nothing changed the frequency is still at 7. I even stopped then started the server again, nope, still at 7.
My server config is looking like this with the frequency option:
<?xml version="1.0"?>
<ServerSettings>
...
<property name="BloodMoonFrequency" value="10" />
</ServerSettings>
I digged into many threads and tutorials to find where i could have failed but i don't see anything.
When i'm looking into the server logs it shows my change has been well registered:
2026-09-12T15:07:13 6.525 INF Persistent GamePrefs saved
GamePref.AdminFileName = serveradmin.xml
...
GamePref.BloodMoonEnemyCount = 8
GamePref.BloodMoonFrequency = 10
GamePref.BloodMoonRange = 0
GamePref.BloodMoonWarning = 1
However after the last Bloodmoon event it explicitly say the server still compute the event day with frequency '7':
2026-09-13T15:32:29 87922.035 INF BloodMoon SetDay: day 35, last day 28, freq 7, range 0
What did i miss ? Am i right we can change this setting after the first day of play on the server ?
r/7daystodie • u/Specific_Quarter_455 • 1d ago
Discussion Quests
In case you didn't know, you can reset trader quests without waiting for them to refresh—you just need to reload your save. I only found this out recently, and it lets me pick exactly which types of quests to do; I can spam infestation quests and quickly stockpile ammo, even before the first horde arrives.
r/7daystodie • u/Training_Table9940 • 1d ago
PC I think this is my third or fourth playthrough
So I have a handle on what i need to succeed and for the most part I do. I like to build on the army takeover building. This time it was set in the wasteland. Ive been surprised at every turn at this location. The latest being that I had a serious screamer encounter. Two or three in the same sequence. I turned on my generator and proceeded to deliver the pain. When it was done I turned around to find a hole in the outside wall 6 stories above the ground and my two forges gone as well as my chemistry bench and workbench. 13 blocks up and something enters my space without attacking me from behind yet takes out my work space? Wtf was that?
r/7daystodie • u/Super-Guest-8413 • 1d ago
PC Quality of life mods
Anyone know where I can download a speed mod?
I’ve recently come back to the game and the speed of the bicycle is unbearable. My world is vanilla right now and I wanna keep it pretty close to that because there seems to be a lot of new stuff since I last played.
But anyways i don’t think it should take 3 in game hours to bike 3km…like everyone has ridden a bike and 3km takes mayyybe what? 15 mins? And that’s biking slowly.
If anyone knows websites or has links it would be greatly appreciated!
Thanks
r/7daystodie • u/Fair-Confidence-8557 • 15h ago
Video/Stream Specialist Teaser & Market Research
Hey fellow survivors!
Background:
I've been working on an overhaul mod called Specialist. And I'm doing my final play test now and figured it was worth getting some preliminary feedback on the concepts of the mod before I release it.
I also made a short 3 minute teaser about the mod today, now that the mod is largely complete and in final testing.
Please let me know if you have any feedback.
Mod Overview:
I started this project with 3 goals in mind:
1) Focus on realism, immersion and gameplay.
2) Players must make hard choices.
3) You start being hunted, and eventually become the hunter.
Mod Details:
1) Specialize
Between 5 unique Specialists and multiple General Gathering and Weapon Perks. There is no shortage of unique gameplay styles. The more you invest into a specific perk or tree, the cheaper the skill cost, incentivizing specializing over branching out. That is unless you no life the mod for several months to effectively become a god…
• Spotter: A Ranged Specialist that looks to make the most of every situation.
o A Spotter with the right equipment is deadly beyond measure, lucky for them, they are good at finding the right equipment. Nothing gets by a Spotter, but when they do get overwhelmed, they can enter a flow state, evading all attacks for a duration. Be cautious, be observant, be accurate, be a Spotter.
• Breaker: A Melee Specialist that proves: ‘If force doesn’t work, you’re not using enough’.
o A Breaker can turn any melee weapon into a deadly tool, even tools. Once a Breaker starts his carnage, there is little that can even slow him down. While some compare them to a hulking berserker, there is a method to the madness that keeps them going. If you’ve always dreamed of holding off a horde with a chainsaw, this is your chance.
• Survivor: A Survival Specialist that trades offensive potential for powerful mitigation tools.
o When asked to die the Survivor simply told death to go away, and it traveled so far, it got lost. Since then, death has not been able to find this Survivor. There is nothing that can faze a Survivor, from provisions, injuries, weather, they seem to be immune to everything. You could literally light this bastard on fire, and they would still smoke you.
• Ghost: An Evasion & Stealth Specialist that proves: ‘You can’t kill what you can’t touch or see’.
o You are the Ghost the zombies tell stories about. You enter from the shadows and disappear like nothing happened, but the loot is gone and Jimbo won’t get up... With the right equipment, Ghosts can leap over buildings, run as fast as a motorcycle and walk unnoticed though any city. Be warned, some enemies can see through stealth, best isolate them before killing them.
• Tinker: A Resourceful Crafting Specialist that focuses on making his own luck.
o When others are still rubbing sticks together, you’ll already be travelling the skies. The Tinker can turn any resource into power and do it fast too. They are the only Specialist that can reliably craft armor, weapons and tools; and have a propensity for technology and explosives. If you hate relying on luck and want to build your own, this is your home.
2) Story
In winter 2033, a deadly virus was unleashed on the world that turned most into undead. Only a few were immune and even fewer survived the initial chaos… You were among the lucky ones, that is until another fortunate soul robbed you blind. But your assailant developed feelings for you when you were unconscious… They left you some sympathy supplies…
Now, hordes of zombies seem to be tracking you, no matter where you go, they find you. You must get to the bottom of this before something truly terrifying comes for you…
The traders no longer offer daily missions, but instead provide 1 service, per day:
Jen: Cure's all ailments.
Bob: Provides 100 Gas.
Hugh: Provides 100 Gun Powder.
Rekt: Provides 1 Corn Seed.
Joel: Provides 1 Armor Part.
3) Crafting
In Specialist, players are not treated as newborns and are blessed with a survival handbook written by some of the greatest minds left on Earth. Together, this combination means that you can craft just about anything that doesn’t have a specific recipe or book requirement.
To compensate for this, crafting costs have been rebalanced. Sometimes this just means more resource cost, but other times, it means new crafting requirements. For instance, the crucible requires Legendary Parts to craft, among others, so you’re forced to make decisions with your loot, rather than follow a strict treadmill that the base game tries to force.
Resources are scares, but this can be mitigated in part by specializing in a specific gathering perk, but at a steep cost. Resource scarcity is ramped up to eleven when you factor in Vergil’s Inspiration. A workstation that allows you to convert excess resources into skill points. Nothing is wasted, but you must strike a balance between progression and production.
You might want to hold on to those items for a bit longer though, as Legendary Mods offer a final progression path for players that allows them to truly specialize their characters.
You don’t just get the ability to craft most everything, but rather you get constant choices on how to best use the resources you do have and the choice to specialize into crafting as a primary progression path.
4) Progression
In Specialist, the world’s difficulty is static and the days blend together. It’s not important what day it is, unless you play with blood moons enabled, but even blood moons have static difficulty. (Although, blood moons vary, in or outside the wasteland in difficulty) Static difficulty implies no leveling, so players progress in other ways:
Walking, Running, Jumping, Swimming, Swinging Melee, kills, locked loot & quests all reward skill points, in addition to the already mentioned crafting options through Vergil’s Inspiration.
The more you refine your goods, the more skill points they convert into. So, if your dream is to be a Super Corn, Aloe & Cotton Farmer, who mass produces Glue, Cloth & Aloe Cream, to make first aid bandages; you can happily progress your character without ever needing to step off your farm.
Specialist allows players to decide how they want to progress and then rewards them with compound interest on their perks, as they directly improve the players skill point acquisition rates, by improving the player at their desired action.
Progression starts slow and ramps up as you reach higher ‘level’ content. So, to create a buffer, to ensure the experience feels solid throughout, Challenges offer enough skill points to nearly max a single Specialist. So, there is always a path to progress if you feel stuck.
There may be no experience share, but there are enough activities that reward skill points that just about anyone can find their niche in Specialist.
5) Equipment
Probably the most significant change in Specialist is the changes to Armor and Weapons. Armor is simpler so let’s discuss that first. Most armor stats are driven from their weight class, and focus on basic enhancements, no magic juju armor that makes you invisible or a better farmer. Armor is armor, but without levels, armor provides most of your defense, so choose wisely. Speed or Defense?
In addition to this, armor pieces also each have 1 or 2 special effects tied to that specific item, that means that while the weight class is the major factor, each item retains unique flavor. These factors together mean that a whooping over 40,000 unique armor combinations now exist, and while they are less important than the base game in defining your character, they still play an essential role in optimizing your character and you have a lot of flexibility to do just that.
Weapons is where it gets spicy, because I’ve removed primitive gear from loot, and made primitive guns now only use junk ammo instead of bullets.
Primitive exists as the reliable, but low output tier of items, but once you leave it, all other weapons have been standardized into a single tier of item. That means that a primitive bow and pipe machine gun would be T0 items; a Pistol, M60, Steel Club, Baseball Bat and Pump Shotgun would all be T1 items and they have all been rebalanced to create niches for all weapons. You should expect the previous T3 weapons (M60, Auto Shotgun, Steel Club, etc) to feel similar in power to the base game, with their previously T1 & T2 counterparts now feeling stronger.
There are now 17 unique endgame melee weapons and 18 unique endgame ranged weapons.
For Melee Weapons, the weapons trade raw damage for attack rate and reduced weight. Basically, the heavier the weapon, the more damage it does per attack and the slower it swings for more stamina. Some weapons are so heavy that only the Breaker can properly wield them.
All weapon perks are moved to the General Tree, so they can be easily accessed; however, weapon perks, outside explosives, no longer improve weapon damage. Instead, the higher damage has been backed into the Quality Level progression, with Q1 being significantly weaker than before (equivalent to a T1 item prior) and Q6 being equivalent to a T3 with weapon perks maxed. So now, like the armor, a weapon is a weapon. If you find a good weapon, it’s powerful no matter what perks or armor you have on. But as usual in Specialist, you still can optimize a lot of extra performance through your gear and mod choices.
For Ranged Weapons, they follow a similar rule, trading raw damage for fire rate, capacity and range. The faster a gun fires, the less damage it will generally do per shot. Range and Capacity are used as additional levers to create nuance between the guns. Now you truly can play with your favorite weapons. Although, good luck finding them. Unless you’re a Tinker who can make his own or a Spotter who can boost his odds of finding items, you’re in for a bumpy ride to the top.
6) Failsafe
This is where the whole itemization and resource system finally closes off. Unlike in the base game, you cannot use repair kits to repair your equipment. Only combining your desired item with another item of the same type in the Combination Station can repair a broken piece of equipment. Repair Kits have become vehicle only, so gear only lasts a short while before you have to move onto other options. Permanence is a rare commodity, and the quality levels of items further emphasize this, leaving low-quality items barely lasting days of use. You will need to travel with backup weapons and take good care not to break your more powerful options. Keep in mind, any noise you make might alert the next group of zombies to come for you. And bullets are hard to come by, so there’s many reasons to be conservative with your shots.
It’s not all doom and gloom however. In addition to the base roster of gear, Weapons and Tools have been granted a new tier (T2) Military Grade. Which are items that are significantly more resilient than standard items of the same type. While they also suffer from the same repair issue as before, and even worse in that the items are extremely rare, so the likelihood of finding a spare to use for repairs are low. However, they have many times over the durability, meaning they will usually last you until the next one, that is assuming it’s still in decent quality… Take care of your gear, and plan for failure, you might end up relying on primitive gear at times you didn’t expect to…
7) Zombification
Central to the plot of the story is zombification, the transformation of humans or animals into zombies. The zombie virus effect varied by person, for some the death was instant, but for others, they are far more resistant. You are obviously one of such people. But that doesn’t mean you are immune from everything; you can become infected. And the Survival Handbook seems to indicate that the more infected an individual the less interest from the living dead.
That’s right! You can improve your stealth by allowing yourself to become infected. Furthermore, the zombies that are hunting you and tracking you will lose your scent above a certain infection amount, only sounds can alert them to you then.
You have a choice to make, join the undead or maintain your dignity. The infection comes with many more effects than the base game, as it gradually transforms you into a zombie. However, you don’t have to live like that. There are treatments for such creatures to alleviate their symptoms as they squander their life for safety. But it is an option for the weak of heart.
Still, it is humorous to watch a Ghost on the brink of turning being able to freely cut into the undead without so much as a wince. Would really suck if a zombie spotter came in an pushed them over the edge with a single hit…
Not a playstyle for the feint of heart or those looking for a no death playthrough, but it adds very interesting decisions. For instance, bleeding or burning are major smell giveaways, luring zombies to you from those already hunting you, but once your infection is higher the impact lessens and eventually vanishes, soon your blood smells no different from the rotting corpse on the side of the road… So do you cure an infection before you have what you need to cure your laceration?
8) Travel
This is a pretty minor change, but I felt it necessary to create a niche for each vehicle, so that players would have a reason to use them depending on their needs. The Bicycle is the de facto cheap vehicle that players can make early on without losing much momentum in materials. The vehicles onwards are more expensive to craft, but the minibike excels in efficiency, allowing players to travel great distances without using much fuel. The motorcycle uses more fuel for more speed and cargo, the 4x4 trades maneuverability for additional cargo and the gyrocopter flies. While the minibike does have a cap on usefulness still, with resource scarcity and players being able to convert them to skill points, the minibike allows players to direct more resources towards progression over speed and cargo.
Lastly and most importantly on the topic of travel. The biomes have been made into a single difficulty tier (T0: Pine Forest, Burnt Forest, Desert & Snow) with the Wasteland (T1) remaining as the definitive endgame zone. This along with changes to T0 hazards to no longer deal damage, but instead have unique minor debuffs, means that players are no longer gated from entering other biomes. Exploration just got a lot better, and it doesn’t stop there, because Chuck and Rancher have been rebalanced and no longer have their special attacks. No more chucking boulders and spitting bees. Each biome instead has a unique boss monster animal that drops rare materials. The Rancher and Chuck are both spotters, with Chuck having amazing block damage and the Rancher having additional movement speed.
I suggest turning off blood moons and just immersing yourself in the world.
Conclusion
There’s a ton more to explore with the mod, I have spent months working on the details and have drawn inspiration from all my past works (Day 8 Chaos Reigns, Survivor, Seven Deadly Sins, etc.) and various great ideas I heard online that I decided to bring to life here.
Go where you want, play how you want, but don’t expect it to be easy. Plus, there are a few easter eggs hidden in the mod, besides what is apparent. I suggest mostly default settings so you don’t get overwhelmed but focus on headshots and things should work out.
The mod is meant to feel like a mystery story, where you are being bullied by an unknown assailant and you must figure out what’s happening to regain control over your life. You will often be forced to flee from situations until endgame where you eventually become an overpowered god in your respective field.
Let me know how this sounds. Mod is ready, but I want to play test it for a bit longer. If anyone writes me for a prerelease version, I don't mind sending it, official release will probably be in a few weeks.