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Ravenhearst Mod

Setting up server help for rookies

ok i'm noob ...how do i host a MP server with Ravenhearst?wanna try this out with some friends but i cannot set this up :miserable:
I just started too but it's not too hard to setup compared to other games. here's how I have a working setup for a dedicated running from a local machine, that also connects as a client to play.

Install 7 Days to Die Dedicated Server in your Steam tools library. (and install 7 Days To Die itself already if you haven't :distrust: )

Get yourself 7D2D RAT (Remote Admin Tool), along with the BCManager and server fix mods it tells you to get on its download page. Get the 7D2D Mod Launcher, set your mod install destination to anything outside of your Steam install and then install whichever day schedule you're planning on playing (using the option to copy from your steam directory), so in my case I got Ravenhearst SDX SP 21 Day Blood Moons (which will make that folder where you have specified - eg. C:\7D2D\Dawn_of_the_New_Apocalypse\Ravenhearst_SDX_SP_21_Day_Blood_Moons\ - I'll refer to this as Ravenhearst Install).

Extract the 2x mods required for 7D2D RAT (BCManager and 3x Allocs_ folders) into your Ravenhearst Install mods folder.

Copy the 7DaysToDieServer_Data, Data and Mods folder from your 7 Days To Die Dedicated Server folder (in your SteamLibrary/steamapps/common) to the Ravenhearst Install. Also copy the 7DaysToDieServer.exe* from your dedicated folder to the Ravenhearst Install.

Configure your server settings using 7D2D RAT. If you are running the host from the same machine make sure to check 'Enable Local Server'. Make sure the Server Path dir is set to your Ravenhearst Install. Set the executable name to 7DaysToDieServer.exe*. Make sure Telnet is enabled in the connections tab (essential for controlling the server with RAT). Click Start server, if its the first time making the server and using a new seed give it a while to generate the world, it may seem unresponsive for a few minutes. Then you and your peeps join using the Mod Launcher!

Update, minor notes: If you play a private server with friends you don't need to worry about using EAC. Make sure you and your players have "Refresh Mods Automatically" checked in your Mod Launcher!

* All of the advice in this thread so far doesn't mention copying the 7DaysToDieServer.exe, this is the part I'm not sure about. Can the normal 7DaysToDie.exe run the -server command? I use the server exe just to be sure.

 
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Ha I wouldn't be too sure there might be some clunkiness in my approach, I did just learn all this 2 days ago :p Plus I feel we need to move away from turning this thread into a startup guide for rookies, back to Ravenhearst! :D

Update: If you were using my post for a guide check again I just updated some specific notes.

 
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The quest requires you to acquire a femur and craft the shiv. It tested ok on my end in version 1.08




There are no head hitboxes or bonuses on added models. I lowered all of their health dramatically. This SHOULD make them easier to kill but still be a challenge. This change will occur in v1.09

Farmer Class has been fixed in v1.08. Household Quest Items are found anywhere inside house loot, and can appear in stumbs and coolers and cases. They are intended to be very rare since you can repeat the quests more than once. I will look into adding a version number in the future.

An oversight. I had them being harvested early and never changed it. In v1.09 releasing tonight it will be fixed.
ty makes it very hard to even get the basic forge going if you cant even make a bellows

 
Current Version: 1.09

-Removed all unnecessary spaces in every xml file for better editing by the user. ( All XML Files have been changed)

-Lowered Cooking XP Requirement to level so you spend less time in the campfire

-Removed Harvest Requirement to get Leather Strips from Couches

-Lowered Health on Night Terrors and Nightmares. They have no Head Hitboxes so they give no bonus damage.

-Removed craft bone shive requirement on first Blade Class Quest which was preventing it from advancing

-Replaced Safes with Vanilla safes due to inability to reach them.

-Removed Night Stand from Crates because it is a storage item not a loot item

-Added all Bolt Rifles to the schematics book.

-Added some clarity to the opening dialogue on what to do with the class paper and briefcase.

-Added a Quest Line for the Survival Class

-Night Terrors can now have a chance to drop better loot like Knowledge Points, Weapon Parts, Diamonds and Car Parts

-Fixed a major bug with the Halicopter. It should work properly now

-Added version number to the UI

-Fixed descriptions for Lockpick to help better explain its use

-Increased Stack Size for Blunderbuss Ammo

-Added Descriptions to Class Papers on how to craft them

 
Current Version: 1.09

-Removed all unnecessary spaces in every xml file for better editing by the user. ( All XML Files have been changed)

-Lowered Cooking XP Requirement to level so you spend less time in the campfire

-Removed Harvest Requirement to get Leather Strips from Couches

-Lowered Health on Night Terrors and Nightmares. They have no Head Hitboxes so they give no bonus damage.

-Removed craft bone shive requirement on first Blade Class Quest which was preventing it from advancing

-Replaced Safes with Vanilla safes due to inability to reach them.

-Removed Night Stand from Crates because it is a storage item not a loot item

-Added all Bolt Rifles to the schematics book.

-Added some clarity to the opening dialogue on what to do with the class paper and briefcase.

-Added a Quest Line for the Survival Class

-Night Terrors can now have a chance to drop better loot like Knowledge Points, Weapon Parts, Diamonds and Car Parts

-Fixed a major bug with the Halicopter. It should work properly now

-Added version number to the UI

-Fixed descriptions for Lockpick to help better explain its use

-Increased Stack Size for Blunderbuss Ammo

-Added Descriptions to Class Papers on how to craft them
Thanks for the updates ;) But there is still spaces in the Items.xml file starting from line 14684 and onwards.

For example.... value="50" />

 
Thanks for the updates ;) But there is still spaces in the Items.xml file starting from line 14684 and onwards.For example.... value="50" />
Ill double check them later and make sure they are all gone.

You wont get a normal blood moon but you WILL have the zombies already in your area turn feral and come for you. That can't be avoided so I would suggest clearing the area right before a blood moon to prevent that. Otherwise it is working as intended.

Im hoping the updates will slow down a bit but anyone that knows me knows I am far more worried about getting the mod properly working than about how many updates I put out. I usually fix things immediately because I HATE having anything not working properly hanging around. I apologize in advance for this, I try to keep everything to a minimum of one update a day. But as we catch everything eventually all will be fixed and the updates can slow down.

A heads up to everyone that wall safes MAY be broken on old saves and worlds. Not sure yet. The fix for them not opening worked but it may have broken already loaded in safes. I will look more into this. Gun safes are ok, it is just the wall safes. I will report more on this later.

 
So. If this is going to be updated ( 1.09 I think earlier posts mentioned ) should we, or at least I just wait to play it again until then? Mod is enjoyable, but after selecting the 21 Day Blood Moon Horde, I saw another post mentioning Day 7/8 still saw a horde. Wondering if that's broken, or couldn't be helped.
Regardless, thanks for sharing this mod here.
I was the one who saw that, it turns out it wasn't a real horde. It was the local zombies being attracted to my position on that night. This is an issue that's hard coded in the game and can't be modded out. You'll still want to be somewhere safe but it won't be anything like a real horde.

 
Those nighttime sound fx's, I think they are not immersive as planned and not necessary. Maybe if they were rare and subtle, probably they work better.

 
So. If this is going to be updated ( 1.09 I think earlier posts mentioned ) should we, or at least I just wait to play it again until then? Mod is enjoyable, but after selecting the 21 Day Blood Moon Horde, I saw another post mentioning Day 7/8 still saw a horde. Wondering if that's broken, or couldn't be helped.
Regardless, thanks for sharing this mod here.
I had tried to explain this a page or two ago. It's not that it's broken, just a game mechanic at work that is separate from the blood moon horde. Here's Jax's explanation:

You wont get a normal blood moon but you WILL have the zombies already in your area turn feral and come for you. That can't be avoided so I would suggest clearing the area right before a blood moon to prevent that. Otherwise it is working as intended.
 
I had tried to explain this a page or two ago. It's not that it's broken, just a game mechanic at work that is separate from the blood moon horde.
I'm totally fine with that. The idea of the Zombies in the area surrounding coming for you at a certain time is a nice mechanic. Thanks for the clarification, too.

 
I for one love how Jax is updating everything on the fly, better than waiting months for a big update. The horde/blood moon system is definitely not broken when selecting the 21 day method. I would recommend you don't wait for updates, the mod is fairly stable, start playing!

Update: ah delicious irony, just as I said that my players are reporting quest issues after updating to 1.09, including a console popup "nullobject no reference to an object" or something similar when trying to select a quest. The wall safe's are indeed broken on an existing save. Looks like 1.09 requires a fresh start! :miserable:

 
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Those nighttime sound fx's, I think they are not immersive as planned and not necessary. Maybe if they were rare and subtle, probably they work better.
From what I heard so far, I disagree. When I heard that humming, I was creeped out playing 7DTD for the first time in a very long while.

I'm assuming the SDX crafting lag fixes are applied, yes? I didn't think the lag could get *that* bad again with them on.

 
Since BMT mentioned issue with wall safe on existing save, I went to custom PIO Burger Shakes and although I didn't get any errors for lockpicking it did remove all the blocks facing sides around the safe ( image ) while other side looked normal, it left the block health on screen until I restarted game ( image ). I suspected this may happen once blocks are changed on explored regions but this was changed for the best in 1.09, loving the updates and hence why I'm starting over.

Edit: Sanzombierocker goes invisible, the same behaviour as I reported for Sanzombiekim where its full-on invisible and texture flickers in - image. Nothing in the log for this.

 
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Update! Testing on a 1.09 server on a fresh world, wall safes are still broke. Destroyed instead of unlocked when hit to 0. No more bugs with the quests though so I guess a start over is still warranted.

Also is it me or is spawn protection broke for this mod? Started a new server and my players were being attacked by a horde of zombies 1 in-game hour in.

 
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First I want to apologize for these issues. We all know that sometimes fixing one thing can break another. I'm trying my best NOT to force a wipe on this mod. Im looking into wall safes now. Im looking into the console issues as well with the quests.

The zombie issue is a byproduct of adding wilderness spawns. On my server we have 2 files, one that honors the safe zone and then I physically add the new file after 7 days. This file has reduced spawns so the safe zone isn't over run. The second file adds the zombies you see in the world. In a perfect setting I could gamestage this but there is no current in game option for this. So i give people the extra wilderness file. I could add both to the game in the folder so you can manually do it yourself and I may do that. It was a tough choice between having the full zombie world and less zombies. I chose more zombies but I can understand people not liking that choice as a safe spawn area IS indeed important.

As for the errors causing a wipe in order to play. I try very hard to avoid this. Sometimes it is unavoidable. Only so much testing can be done before certain things are only found through gameplay. Messing with progression, the rwgmixer and quests are three big no nos if you don't want a wipe. We have found a few errors and inconsistencies in these files and they need addressed so the mod can be what it is supposed to be.

We know the song and dance when Pimps do it on patches. Sometimes it can be powered through and sometimes it just can't be. Every mod has this issue at the beginning as we find new things to break. Walkers had several wipes in its early days due to bandit issues and random gen issues. But that had 2 plus years to fix itself. This has had 2 weeks. It is with a very heavy heart that I want to warn everyone that the very next update may require a full wipe. I'm trying to avoid it now but it may not be something that can be avoided.

We have several streamers who are enjoying the mod and also running into issues. The last thing we want is people to see errors and mistakes, just as much as the last thing we want is to have people forced to start over. But it's like a band aid, you pull it off now and put it past you and move on. We ARE doing much better when it comes to bugs, they are dwindling down but with added quests in the classes and some things that do not make sense like ammo crafting being a skill you need to make basic arrows, for the good of the future of the mod and the integrity I wish the mod to represent it may be an unavoidable occurrence.

I respect and appreciate everyone who has given us a chance. I hope that in the future you continue to do so. We initially started this because we wanted to enhance the vanilla experience. I strive for perfectionism and this is a huge bump in that road for me. All I ask is for patience during this time but I can totally understand if this causes some to turn away from us. For those that do I say if you do then give a new mod a try. We will still be here getting the bugs and kinks worked out. And the day will come when these errors will be behind us and you can play indefinitely in our world.

Give me the night to see if I can do this without a wipe. v1.10 will be up by morning sometimes and at that point my post will state whether we need to go into this fresh.

 
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No need to apologise Jax. we really appreciate your hard work with the mod, quick updates and feedback on progress. Opening this mod up to the community is never taken for granted, wishing the best luck in the world going forwards and onwards and upwards. The 7DTD community can help make that happen.

There's a lot that makes this mod stand out from others and that's a tough act to follow, it makes me fear Z again and that's what I absolutely love about 7 Days, the first experience of playing the game and getting that thrill back. One can only wonder how this mod can grow and you can be sure we stood up and noticed.

 
I uploaded a band aid fix for safes (may not work) arrow progression and for the Streamer version which completely removes strippers from the spawn list even in creative. Should make things playable until version 2.0 comes out.

 
Wanted to keep bug report this separate from my previous post.

The console popped up again with this exception and could close it and continue just like before. Weirdly when I wiped the game put me next to the same town! This time I'm posting image of exact moment it occurred and debug for troubleshooting for what I can appreciate is difficult to pinpoint. I had already been around the corner, behind me, so it's this area going forwards. My draw distance is 10 if that matters.

Error:

Code:
ArgumentOutOfRangeException: Argument is out of range.Parameter name: index
 at System.Collections.Generic.List`1[Vector3i].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.NZ (.Chunk , System.Random ) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.YZ (ArraySegment`1 , System.Random ) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.Tick (ArraySegment`1 _activeChunks, .EntityPlayer _thePlayer, System.Random _rnd) [0x00000] in <filename unknown>:0 
 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
 at GameManager.JQ () [0x00000] in <filename unknown>:0 
 at GameManager.Update () [0x00000] in <filename unknown>:0
Exact moment error occurs in this area - image

Debug with the the info needed - image

Update on the safes on new save: Gun Safe with lockpick works as intended and is lootable, but Wall Safe is still unlootable as it disappears. Not sure if that error above is related or not as Burgers Shakes is straight up that road.

 
Wanted to keep bug report this separate from my previous post.
The console popped up again with this exception and could close it and continue just like before. Weirdly when I wiped the game put me next to the same town! This time I'm posting image of exact moment it occurred and debug for troubleshooting for what I can appreciate is difficult to pinpoint. I had already been around the corner, behind me, so it's this area going forwards. My draw distance is 10 if that matters.

Error:

Code:
ArgumentOutOfRangeException: Argument is out of range.Parameter name: index
 at System.Collections.Generic.List`1[Vector3i].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.NZ (.Chunk , System.Random ) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.YZ (ArraySegment`1 , System.Random ) [0x00000] in <filename unknown>:0 
 at WorldBlockTicker.Tick (ArraySegment`1 _activeChunks, .EntityPlayer _thePlayer, System.Random _rnd) [0x00000] in <filename unknown>:0 
 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
 at GameManager.JQ () [0x00000] in <filename unknown>:0 
 at GameManager.Update () [0x00000] in <filename unknown>:0
Exact moment error occurs in this area - image

Debug with the the info needed - image

Update on the safes on new save: Gun Safe with lockpick works as intended and is lootable, but Wall Safe is still unlootable as it disappears. Not sure if that error above is related or not as Burgers Shakes is straight up that road.
This is a tough one, im going to try to recreate it. If you get a chance the output log file may be of help as well for this. It LOOKS like a poi may be causing it.

I JUST uploaded a new file that may fix safes, so when you get a chance test that out on your current save.

 
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