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Ravenhearst Mod

They have a stream, download, or new window for viewing the output log. Upon further digging into it, it said that Level0 was corrupted. So I deleted that, restarted and currently waiting. Any ideas how long a first boot usually takes? I've read from 6 minutes to about 10. It's currently sitting at the following line:
UnloadTime: 0.928812 ms

Setting up 2 worker threads for Enlighten.

Thread -> id: 918 -> priority: 1

Thread -> id: cd8 -> priority: 1
We'd need to see the full server log file in order to help you troubleshoot this. The errors you've mentioned aren't critical, nor are they stopping your server from running.

 
Not sure if its me or its broke, but when using the chainsaw, not gaining any electric tools EXP.

The auger is giving EXP, but I cut down 20-30 trees and nothing.

 
ohh maybe thats why i dident found the stick .... i try a new reinstall and hope for the best. removed the mod after i got a bit angry yestrday so will install a new one

 
Here is my early game feedback, after playing on Jax's server. Keep in mind, my experience with the mod is very limited yet, Im only level 35. I came here from Spider's "True survival" and I like what I see here and I think I'm staying. I'm sorry that most of my suggestions are going to be from the 'True Suvival' mod, well, you can't deny it is one of the best mods out there. And I don't have much experience with other mods anyway. When Spider stepped away form 7dtd, he said people are free to use his code.
Ravenhearst is very taxing, it uses most of my 16G RAM just to load the game menu, and it uses it all when I load the game. I know that even vanilla game eats all my RAM when I travel a lot, but this mod is just unplayable for me. Solution? I use half size textures in options and the game runs SWEET! I don't even need to shut down chrome. Half-sized textures are ugly, but I love your mod so I made this choice.

Server commands (teleporting, gimme etc) seems cheating to me, but I'm OK with it since you can't force me use them :)

Since the mod is very different from vanilla, many things are unclear and you see the same questions popping up on the forums. I heard there are plans for the wiki and that is great, I'm ready to contribute. But some ingame help would be good too. Spider used journal notes, he figured we don't need the vanilla notes because they are basic, so he replaced them with the mod's mechanics descriptions. Also the items descriptions need info what workstations they are crafted in, and other info if they are different from vanilla. Also Spider implemented tutorial quests to educate on the new game mechanics.

The terrain is too flat. I guess I'm hard to please, because I was bitching about Spider's 'unpassable ugly mountains', but you here made it flat to extreme. I don't understand your reasons for that.

Love the pictures and posters, though I suspect they are the main reason for the RAM usage. Still love them.

Airdrops are very rare. I was told they are set to 4 days schedule, but there are so many people on the server, I would suggets increasing the airdrop frequency. The treasure maps, on the contrary, are abundant. While I don't mind that, it gets a bit repeatative to dig them. Xyth (I think) redisigned the airdrop and treasure chests for the Spider's mod, made them 'thematic' and somehow very interesting to hunt for. You can look for the code in True Survival A15 or ask Xyth directly.

I also recommend implementing the ability to craft helmets with attached flashlight. Because mining helmet is so useful it eliminates the need for any other helmet. Isn't everyone bored to wear the same mining helmet since vanilla? - Edit: I found out you can craft helmets with lights in this mod. Great!

My only death so far was from a mine I stumbled upon in the dark. I think this 'insta death' mechanic is not that good. Spider (again, sorry :smile-new: ) rebalanced mines so they could never kill a 100% healthy character. Different mines do different damage and the strongest hub-cap mine does 90 damage, so it hurts you bad but doesn't outright kill you.

While I was struggling starting out, very soon the game became much too easy. I one-shot normal zeds with my 200 quality wooden bow and stone arrows (archery skill 50). I didn't even buy the Robin Hood perks. So I don't see much reason for more advanced bows, crossbows and arrows. But I know zeds gonna have their health increased after day 126, also there are night terrors soon. Also I tried to spawn the night terrors in creative, they seem much too tough. I just don't understand the logic, normal zeds are too easy, while night terrors are unkillable. But don't forget my experience is very limited in this mod so I'm not ready to give balancing advice. Btw, I'm using a crosshair overlay because we don't have crosshair when aiming down the sights.

I would suggest increasing usefulness for the basic vanilla campfire, add some more recipes while increasing cost for the advanced campfire. I think the starting campfire is very limited and gets outdated almost instantly. Also the cooking skill seems redundant, maybe get rid of it because we have 'advanced cooking'.

Haven't unlocked the wind mill powerstation, only seen it on screen shots, but I dream to build one some day.

Since there is going to be a wipe for the incoming 3.0 patch (after the New Year?), I'm not gonna start my big building project until then, and I have a request to add 3 blocks to the game (3M cobblestone arch). Blocks ID are 1118, 1119, 1120.

And if you are not mad at me yet, some more Spider's mechanics I liked: cooking and farming quests for "True Survival" A16, his medicine system (different kinds of wounds and treatment for them), his poisoning system (but please not so punishing lol). And for some reason I loved the way we assemble engines in True Survival. I know engines are craftable here too, but maybe you can have a look the way he did it?

Best wishes for this mod! Love the server and community, I hope to stay here for a long time and have great plans.
Hello, I agree on almost everything, and I join the suggestions.

Congratulations for all the work, Jax, you're really getting to something very good, regards.

 
MOD with OSX

Hello,I'm french and i don't speak verry well english and i can't read all the posts of this forum for my problem, but can you help me?

I try to install your mod "version 2.09" with 7D2D 16.4 on my mac osx (Hight sierra). I have an error with block.xml and or prefab i don't find block or object or item with id:1989 and id:311.

I give you my outputlog.

 


i try to install "Valmod" it work very well.



i don't anderstand because your mod don't work.



For info. I try to install your mod on the vanilla version game.


 


Can you help me please?
 


Really, no body can help me on this forum??


 
unlike them I do not agree. The best mod is valmod. This generation of the world is amazing. The terrain is flat - this is a plus of this mod. Foolish mountains, in other modes, make nervous and eat up a lot of computer resources. In occasion of mines and strong monsters. And do not climb at night, stay at home! The first page warns that it is dangerous at night. Mina must kill, otherwise why she needs it. Do not ask to cut the bow and strengthen the usual zombies, this is not a hardcore mod. If it's easy for you, put the maximum difficulty settings, the duration of the day is 60 minutes and the zombie runs always. I agree with the cooking, it needs to be finalized.
well maybe each person just have their own taste preferences, i've played valmod and reached end game, but not really feels that's strong attachment. maybe each mod has their strong point in some categories. for example, from my own personal opinion,

in term of difficulties :

1. True Survival

2. Starvation

3. Ravenhearst

in term of 'vast options of things to do' and end game activities :

1. Starvation

2. Ravenhearst

3. True survival

in term of zombie's spawn and vast options of crafting items :

1. Ravenhearst

2. Starvation

3. True survival

so yeah, i think there's no mod that is "best at everything", each mod have their own best "strength" at some categories.

 
Really, no body can help me on this forum??
Try this:

MAC Install -

1) Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die.

2) Unzip downloaded mod. Open unzipped folder. You should see 4 folders: 7DaysToDie_Data, 7DaysToDieServer_Data, Data, and Mods. I will be referring to this as a “home screen”.

3) Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES.

4) Copy & paste (do not drag-and-drop) the Mods folder to this location.

5) Open 7DaysToDie_Data -> Managed.

6) Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7) Open Contents -> Resources -> Data -> Managed.

8) Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace.

9) Navigate back to each home screen.

10) Drag-and-drop the 7DaysToDie_Data, 7DaysToDieServer_Data, and Mods folders into this location.

11) Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each.

12) For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace.

13) Start 7 Days to Die and enjoy the mod!

 
Not sure if its me or its broke, but when using the chainsaw, not gaining any electric tools EXP. The auger is giving EXP, but I cut down 20-30 trees and nothing.
i don't believe the chainsaw is listed in that category, you can see what skills it uses when you select it and read the text.

 
so yeah, i think there's no mod that is "best at everything", each mod have their own best "strength" at some categories.
and none of these mods would exist without each other as we know them now, this community is brilliant ^^

 
For the scrap tools, Do i need to find the recipe for them. I unlocked the scrap tool skill thing, but cant make them as i dont know the recipe

 
For the scrap tools, Do i need to find the recipe for them. I unlocked the scrap tool skill thing, but cant make them as i dont know the recipe
Scrap tools unlock with leveling scavenging, i think it was around 10-15. For tools what i found most useful to do however is to just use tools you find, or buy from the trader and not invest too much points into them until Steel Tools (level 50), i'm at day 27 and haven't crafted a single tool :D

 
Last edited by a moderator:
will reply to a few things!

Ravenhearst is very taxing, it uses most of my 16G RAM just to load the game menu, and it uses it all when I load the game. I know that even vanilla game eats all my RAM when I travel a lot, but this mod is just unplayable for me. Solution? I use half size textures in options and the game runs SWEET! I don't even need to shut down chrome. Half-sized textures are ugly, but I love your mod so I made this choice.
i hope you find the memory program helpful, also lower UMA textures, really doesn't effect anything visually, yet many find this helps.

The terrain is too flat. I guess I'm hard to please, because I was bitching about Spider's 'unpassable ugly mountains', but you here made it flat to extreme. I don't understand your reasons for that.
the terrain is based off of some awesomeness by Tin on these forums, possibly further tinkered by Jax.

you'll notice we have a lot more towns and cities, and connecting roads in this mod, that is the main reason.

and we have a lot of builders. this mod was created initially, ever evolving, for jax's server, for things his people wanted.

Love the pictures and posters, though I suspect they are the main reason for the RAM usage. Still love them.
yes! he's managed to accidentally create a bit of a trading card game, it's fun seeing people excited when they get a poster they want

Airdrops are very rare. I was told they are set to 4 days schedule, but there are so many people on the server, I would suggets increasing the airdrop frequency.
our map never sleeps.. maybe an hour or two a day. 4 in game days happens at least several times a real life day, it would be too much, or the same two people on in the dead of night would get all of them. that aside, it's still editable by game/server i believe.

My only death so far was from a mine I stumbled upon in the dark. I think this 'insta death' mechanic is not that good. Spider (again, sorry :smile-new: ) rebalanced mines so they could never kill a 100% healthy character. Different mines do different damage and the strongest hub-cap mine does 90 damage, so it hurts you bad but doesn't outright kill you.
i like this idea, but will jax? haha. he lowered the chance of mines in the wasteland greatly at least.. but don't thank him they might get raised again

While I was struggling starting out, very soon the game became much too easy. I one-shot normal zeds with my 200 quality wooden bow and stone arrows (archery skill 50). I didn't even buy the Robin Hood perks. So I don't see much reason for more advanced bows, crossbows and arrows. But I know zeds gonna have their health increased after day 126, also there are night terrors soon. Also I tried to spawn the night terrors in creative, they seem much too tough. I just don't understand the logic, normal zeds are too easy, while night terrors are unkillable.
i believe there is a fix incoming for bows, some code gremlins got in and had some fun.

night TERRORS. you're not supposed to kill them easy early on. they're supposed to make you wary of night again.

blame sphere for that, he's been going for his dr. evil degree also.

I would suggest increasing usefulness for the basic vanilla campfire, add some more recipes while increasing cost for the advanced campfire. I think the starting campfire is very limited and gets outdated almost instantly. Also the cooking skill seems redundant, maybe get rid of it because we have 'advanced cooking'.
campfire is intended to be limiting, and be replaced quickly.

cooking skill reduces your crafting time with foods, you cook, you get better at cooking.

getting better with cooking allows you to discover new recipes (adv cooking)

none of this is required, it's player choice. there's also cookbooks in the world that unlock other recipes.

keep in mind no single player is expected to learn every skill possible, and some seek to do just that.

And if you are not mad at me yet, some more Spider's mechanics I liked: cooking and farming quests for "True Survival" A16, his medicine system (different kinds of wounds and treatment for them), his poisoning system (but please not so punishing lol).
not very familiar with how spider does things, but there are a few un-vanilla things that can happen to you in this mod that you need to handle before they get worse.

Best wishes for this mod! Love the server and community, I hope to stay here for a long time and have great plans.
been nice having you around!

as an end note i think the main purpose of this mod is not necessarily to make it SO DIFFICULT so as to sap the fun out of it, as to lengthen the span of early game, (ie not face rolling steel mega bases at lvl 40 and then complaining you never had a horde that even had dogs in it before quitting) and bring back zombies and the need to actually go out and explore and loot.

ravenhearst was never self promoted as difficult, (though it can be!) but a conglomeration and expansion of things our server community has come to love and hate as orchestrated by jax.

 
i still got Problem with the farming, i updated the version to 2.10 and started new seed, i right started with the farming at day 1 because i like to have enough Food, now 4 days later nothing happened to anything i planted down. trees are still Little think, the vegewtables and corn just chilling around without any reaction.

did you incerasse the growtime that bad or ist just not working?

 
i still got Problem with the farming, i updated the version to 2.10 and started new seed, i right started with the farming at day 1 because i like to have enough Food, now 4 days later nothing happened to anything i planted down. trees are still Little think, the vegewtables and corn just chilling around without any reaction.did you incerasse the growtime that bad or ist just not working?
Plants have decreased in grow time from 360 minutes a stage to 300 minutes a stage, 5 to 2.5 days per stage, depending on your day length.

 
hey guys. loving the mod however i encountered an issue today.

There was a sudden storm here that cut power and now my save is crashing on Building Environment and giving me an "Array is our of range" error

Is there anything i can do to save the world as i had done a lot!

thanks for any advice

Driitz

 
hey guys. loving the mod however i encountered an issue today.
There was a sudden storm here that cut power and now my save is crashing on Building Environment and giving me an "Array is our of range" error

Is there anything i can do to save the world as i had done a lot!

thanks for any advice

Driitz
if you can make a pastebin.com link of your output log (7daystodie_data folder) that would help them see if they can help you.

that stinks :(

might want to try to save back ups of your game when you're done playing each day

 
Great mod, need a bit more work

First let me say that I like the mod a lot! It added more variety to the game, more things to be afraid of, more things to manage, etc. However in my opinion few elements still need to be tuned and adjusted. I didn't play with all classes and didn't play for extended period of time. So can only speak about early - mid game phase.

Things that really do work:

  • Need to scavenge for various things that can not be crafted at all or until much later in the game
  • Slowed progression without requiring too too much grind (like spam crafting)
  • New POIs, new zombies, new hazards (like radiation)
  • Lots more recipes for lots more optional things. Don't have to know them all use them all, but really nice to have options.
  • IMO new random world generation makes more interesting maps with more things to explore. More familiar profile without bizarre local mountain ranges.


Few things that I think could use some work:

  • New wellness system heavily penalized early deaths. Not being able to raise wellness back up encourages recklessness. Why would I care about one extra death if I'm already at 70(80) health? Also this makes beer and coffee nearly useless.
  • Very grindy early game. Everything I do needs much more time and has much less return. Reduced resources make mining a chore. After beating on a rock for 1 minute I only get 20 small rock?! Found a treasure pile? Forget it! With scrap tools it will take 1/2 a day pounding to get few silver nuggets back.
  • Only one option for a starter class really - bowsman. I've tried bow, survivor, blunt weapons, and rifle classes for starting in my playthroughs. Survivor is mandatory for any real progression but offers no immediate benefits early game. Rifle class offers good immediate offense capabilities until ammo runs out. And easily surpassed by a lucky weapon find with abundant ammo boxes. Spiked club awesome against max 2 enemies without extra points in stamina regen.
  • Too many extra models with extra textures uses much much more RAM. I know they all look great, but think of people on lower spec PCs.


My suggestions to make this mod even better:

  • Put wellness gains back. It will give players reason to stay alive even after dying. And will help with extra stamina for hand tools / weapons.
  • Allow iron/steel arrow crafting to any class (should probably gate it by archery skill) but not iron/steel arrow head crafting (exclusive to bow class). If I find/buy iron/steel heads from zeds/traders let me put it on the end of a stick.
  • Speaking of sticks, please put that recipe back. It's much easier to type "25" than right-clicking 25 times, assuming I even have inventory space. And much easier for people to find.
  • Give more useful early game things to other classes. Example 250 quality iron fireaxe & pick-axe to survivor. Hoe, shovel, along with 10 seed packs (that turn into at least 5 seeds not 1) to farmer.
  • Turn blacksmith station into a real anvil. It should take forged material to make stuff. Don't need yet another forge. Some items could even be crafted from scrap iron.
  • Headshots with 10x the bonus damage is way too much. Even vanilla gives "only" 6x damage. As others noted 200Q bow with stone arrows shouldn't be one-shotting tourists and big mamas.
  • Regular zeds should not be able to sense me through walls or meters of dirt. It's enough that they have increased vision radius.
  • Since you moved augers into it's own "electric tools" skill tree, at least give it Miner69'er bonus (if possible). I'm guessing this is to avoid rapid level-up in mining. Or create separate "Power Tools" skill for chainsaw and augers with increased damage and return (don't think adding one more 69'er like skill is good). Reduce XP required for construction tools (since can't use chainsaw for power leveling).
  • Increase resource block returns. Small returns just makes it much more difficult to get rare resources in big enough quantities. Don't limit your mod to scavenge only game play.
  • Might want to add infection as mutex to the messy/dirty debuff.


And one last thing, I know it's not as cool, but can we have a version without extra 3d models (like old cars, tracks, etc) that are not mandatory but take so much memory that it's getting really hard to play this mod for any extended period of time.

I really like to see this mod get more and more popular. And expand vanilla game. Keep up the good work!

 
First let me say that I like the mod a lot! It added more variety to the game, more things to be afraid of, more things to manage, etc. However in my opinion few elements still need to be tuned and adjusted. I didn't play with all classes and didn't play for extended period of time. So can only speak about early - mid game phase.
Things that really do work:

  • Need to scavenge for various things that can not be crafted at all or until much later in the game
  • Slowed progression without requiring too too much grind (like spam crafting)
  • New POIs, new zombies, new hazards (like radiation)
  • Lots more recipes for lots more optional things. Don't have to know them all use them all, but really nice to have options.
  • IMO new random world generation makes more interesting maps with more things to explore. More familiar profile without bizarre local mountain ranges.


Few things that I think could use some work:

  • New wellness system heavily penalized early deaths. Not being able to raise wellness back up encourages recklessness. Why would I care about one extra death if I'm already at 70(80) health? Also this makes beer and coffee nearly useless.
  • Very grindy early game. Everything I do needs much more time and has much less return. Reduced resources make mining a chore. After beating on a rock for 1 minute I only get 20 small rock?! Found a treasure pile? Forget it! With scrap tools it will take 1/2 a day pounding to get few silver nuggets back.
  • Only one option for a starter class really - bowsman. I've tried bow, survivor, blunt weapons, and rifle classes for starting in my playthroughs. Survivor is mandatory for any real progression but offers no immediate benefits early game. Rifle class offers good immediate offense capabilities until ammo runs out. And easily surpassed by a lucky weapon find with abundant ammo boxes. Spiked club awesome against max 2 enemies without extra points in stamina regen.
  • Too many extra models with extra textures uses much much more RAM. I know they all look great, but think of people on lower spec PCs.


My suggestions to make this mod even better:

  • Put wellness gains back. It will give players reason to stay alive even after dying. And will help with extra stamina for hand tools / weapons.
  • Allow iron/steel arrow crafting to any class (should probably gate it by archery skill) but not iron/steel arrow head crafting (exclusive to bow class). If I find/buy iron/steel heads from zeds/traders let me put it on the end of a stick.
  • Speaking of sticks, please put that recipe back. It's much easier to type "25" than right-clicking 25 times, assuming I even have inventory space. And much easier for people to find.
  • Give more useful early game things to other classes. Example 250 quality iron fireaxe & pick-axe to survivor. Hoe, shovel, along with 10 seed packs (that turn into at least 5 seeds not 1) to farmer.
  • Turn blacksmith station into a real anvil. It should take forged material to make stuff. Don't need yet another forge. Some items could even be crafted from scrap iron.
  • Headshots with 10x the bonus damage is way too much. Even vanilla gives "only" 6x damage. As others noted 200Q bow with stone arrows shouldn't be one-shotting tourists and big mamas.
  • Regular zeds should not be able to sense me through walls or meters of dirt. It's enough that they have increased vision radius.
  • Since you moved augers into it's own "electric tools" skill tree, at least give it Miner69'er bonus (if possible). I'm guessing this is to avoid rapid level-up in mining. Or create separate "Power Tools" skill for chainsaw and augers with increased damage and return (don't think adding one more 69'er like skill is good). Reduce XP required for construction tools (since can't use chainsaw for power leveling).
  • Increase resource block returns. Small returns just makes it much more difficult to get rare resources in big enough quantities. Don't limit your mod to scavenge only game play.
  • Might want to add infection as mutex to the messy/dirty debuff.


And one last thing, I know it's not as cool, but can we have a version without extra 3d models (like old cars, tracks, etc) that are not mandatory but take so much memory that it's getting really hard to play this mod for any extended period of time.

I really like to see this mod get more and more popular. And expand vanilla game. Keep up the good work!
This is great feedback. I will touch on some of the things mentioned here.

Oddly enough our progression file got severely screwed. Some of our perks are well above what vanilla gives. This will be fixed in 3.0. That means in reality you are actually harvesting MORE in the long run. The issue I think you are seeing is that the tools have slowed in progression. This is by design of course, to prevent huge mega bases from being a thing early game and also to extend the life of the game.

Your issue with Survivor is exactly why i did it that way. A tough choice to make. You LOVE bows, but see survival as vital. So which do you take. Believe it or not there are some who swear by Blades and rifles. It's all about choice and it's cool if you see no benefit in some of them, but others do and those who like Blades etc have given their feedback on what to do to make those classes desirable for them.

Zombies having increased vision. That's an unfortunate by product of vanilla coding. You cant increase one without increasing the other. I would rather have zombies sense you in dirt than have zombies that are stupid easy to kill. Hopefully this changes a bit when AI is worked on.

Block resource returns were balanced over MONTHS of feedback, noo joke. We went in every direction and finally settled on this one. Scavenging is a huge part of this mod, heck I should have called it Scavengehearst. We will be adding more scavenge only items in the future.

I agree on adding a power tools perk, but that has to wait for 3.0 and the progression reshuffling. I also have mutexed the buffs properly for the next patch.

We have done some slight wellness adjustments in this next patch, but allowing wellness gains by a large margin early on seems to promote reckless gameplay and no sense of real loss. Now people HATE when they die because wellness is truly a female dog to gain back. The way it SHOULD be death should never be a band aid to fix a problem. It should have consequences.

Stick recipes are gone. I like the idea of arrow crafting, i will have to think more on it BUT by doing so you also cheapen the bow class slightly and that was an issue you had with other classes. There has to be risk/reward in every choice. In my mod classes aren't a leg up, it actually is supposed to influence gameplay by giving bonuses in some areas but limiting you in others.

Models are getting optimized a bit more soon. So hopefully this helps with things. I'm maintaining several different versions now and the models are what separates us in a way i think. Creating a vanilla version would be a lot of work.

I agree with headshots. All that will be addressed in the 3.0 rebalance. That kind of balance only comes through long term play and feedback and we plan to address it.

Awesome feedback and some good ideas in there. Thank you very much for leaving it :)

- - - Updated - - -

Plants have decreased in grow time from 360 minutes a stage to 300 minutes a stage, 5 to 2.5 days per stage, depending on your day length.
Next patch will lower grow times for the SP versions a bit. That was balanced for server play.

 
Thank you

Try this:
MAC Install -

1) Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die.

2) Unzip downloaded mod. Open unzipped folder. You should see 4 folders: 7DaysToDie_Data, 7DaysToDieServer_Data, Data, and Mods. I will be referring to this as a “home screen”.

3) Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES.

4) Copy & paste (do not drag-and-drop) the Mods folder to this location.

5) Open 7DaysToDie_Data -> Managed.

6) Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7) Open Contents -> Resources -> Data -> Managed.

8) Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace.

9) Navigate back to each home screen.

10) Drag-and-drop the 7DaysToDie_Data, 7DaysToDieServer_Data, and Mods folders into this location.

11) Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each.

12) For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace.

13) Start 7 Days to Die and enjoy the mod!
Thank you very very very much for your explications. I make world for world your post and the game run very well.

i make an mistak, i'm put the files on managed folder into cantent->data->managed folder not in cantent->ressources->data->managed folder, and i don't copy 7DaysToDie_Data, 7DaysToDieServer_Data, folders into steamapps->common->7Dysto dies folder.

thank you Very much again...

 
Thank you very very very much for your explications. I make world for world your post and the game run very well.
i make an mistak, i'm put the files on managed folder into cantent->data->managed folder not in cantent->ressources->data->managed folder, and i don't copy 7DaysToDie_Data, 7DaysToDieServer_Data, folders into steamapps->common->7Dysto dies folder.

thank you Very much again...
It was another mac user who figured that out. It's stickied in the DONA discord, so I just posted it for you :)

 
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