7 Days to mine is a large zombie apocalypse mod, based on the 7 Days to Die game by The Fun Pimps. Survive in a world full of ruins, abandoned cities, and zombies. Build bases to protect you from the hordes, utilize old technology, fix vehicles, or die.
Compatibility
The mod uses custom main menu, sky, cloud and player renderers, and GLSL shaders, which might cause issues with other mods doing the same things. If you happen to want to use any of such mods, it is recommended to turn these features of 7 Days to Mine off in the config file (.minecraft/config/sevendaystomine.cfg).
The custom first-person gun rendering does not work properly when the Replay Mod is used.
Otherwise, the mod should be Compatible™ with most mods. There is built-in compatibility with JEI (recipes for the custom "stations" as well some bits of information).
With shaders, you have about a 50/50 chance they work. The most common issue with them is the rendering of the in-game CCTV cameras. Keep in my, that almost all shaders require that you set "customSky" in the config file to false.
Using "Bukkit-Forge" hybrids (such as Magma, CatServer) causes certain player data (thirst, infection) to not be reset. Therefore it is recommended to either not use these, or to use the /hydrate and /cure commands when a player respawns.
While the structure generation should be compatible with all mods, it is recommended to use the "Default (7D2M)" world type when possible (in server.properties use SEVENDAYS). You can also use the harder world type "Wasteland (7D2M)" (in server.properties use WASTELAND). The default Vanilla world-type was renamed to "Default (Vanilla)". Keep in mind that if you use the Vanilla world-type, vanilla villages will be generated, which are not really meant to be used with the mod.
Because of how performance-intensive the world generation can be, you might want to consider using some sort of a world pregenerator mod. If you use the 1.12.2 version with other mods, you might be interested in DTM Integrations.
Special thanks to...
- princepat711 for many textures
- tild09 for many textures
- Krapsy for textures
- Crazy_Jky for Chinese localization
- Nep Games for Russian localization
- Nykrdaudr for a lot of testing and many ideas
- The Fun Pimps for making 7 Days to Die
- Pylo for making MCreator, that made the original mod possible
- everyone who participated in the pre-release testing or supported me on YouTube
您好,这个mod很棒,我想把它放在我的服务器上以丰富我的服务器的游戏玩法,但是有几件事需要咨询,应该如何改变最低质量枪支的损坏,以及如何更改空投信息?
dumb question but how do you get plant fiber xD
In reply to SebbyWebbyDooda:
You can get it by breaking tall grass
In reply to Nuparu00:
thats what I though but for some reason I never got any until i made a new world :/
I have had several pulls of the mod at random times with the new update, sometimes it happens when the zombies are generated and while hordes appear and the game crashes and no mob moves or the world stops being generated for a few minutes, apparently this just me It happens with the new one since I tried if it was some problem of mine with the previous versions but I think it is related to the new one, it would help me to know if there is someone who also has this problem or it will be some problem of mine :3
with the new beta version, it seems like whenever I make a new world, it stops loading and I can't interact with anything. No animal movement. no block breaking, nothing. Idk if its just because of how performance-intensive the mod is or if there is an issue but I thought itd let you know
In reply to kingofzero100:
because the old beta version was still playable and not as intensive
I noticed there seems to be an issue with other apocalypse themed mods. One issue I noticed was that when I used Bunker Down it seemed as though the pressure plates would not work and the door was unbreakable. I am not sure if it was an incompatibility or if was something to do with lag or my pc. I also noticed that with mods that use Curios API, specifically Artifacts, that the Curios tab will not open. Again, I am not sure if the issue is lag, my pc or this mod but these happened when I added the mod and were gone once I deleted it.
Another issue I faced was when I deleted the mod and reloaded the previous world the terrain generation was messed up and the dirt near spawn was almost pitch black with floating grass above it. Other than that the world pretty much functioned regularly.
Edit: I am not sure if it is compatible with Zombie Extreme because if not it could be why I was facing issues, although I think it is highly unlikely.
Edit2: I am using the 1.16.5 version just in case that is needed.
city are deleted???
It seems that for whatever reason this mod is incompatible with BetterEnd (Forge); it causes an error with load_registries during startup and crashes the game.
In reply to plasmagunrodeo:
Actually, it seems this mod just completely breaks any and all mods that modify other dimensions like the End or Nether. Better Nether, with this mod installed, fails to load on the creation of a world due to datapack issues?
Is there a version for 1.19?
I noticed that the mod crashes when I load up either immersive engineering/petrolum n the zombie awareness for the 1.16 version. Just thought id let you know
In reply to kingofzero100:
same here
Is it posible to disable the thirst mechanic?
I prefer Waterworks for that. The rest is fine
In reply to zhainong:
Yes, it is in the config file (if you are using 1.16.5, it is most likely the server one) - "thirstSystem" and "staminaSystem".
In reply to Nuparu00:
Where can i find that server config file? Its not in cofig folder
In reply to zhainong:
Forge puts a server config separately into the save folder of each save. Alternatively, you can use the Configured mod.
In reply to Nuparu00:
That is a very useful mod. Thank you so much
1.16.5 How to supply power to the lamp? My wires won't connect to the lamp