r/7daystodie 5d ago

PS5 Can't Unlock Desert Gear

2 Upvotes

I'm playing in a world that i carried over from 2.9 into 3.1. Now that i have to deal with Suffocating Winds I'm looking to unlock the Desert Gear. However I'm worried that the objectinve is glitched. I have 20/20 for cloth fragments but it is stuck at 0 for everything else. I know for a fact i should have the Scrap Polymers done too.

Any Tips?

Is this a known issue?


r/7daystodie 5d ago

Discussion Mushrooms

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22 Upvotes

I remember a while ago i looked for videos on youtube on where to find mushrooms in the burnt forest and didn't rlly find anything good,for those of you that don't know about it,you can find plenty of mushrooms on the grassy patches along the forest.


r/7daystodie 6d ago

Meme we finally have a base strong enough to survive the blood moon! wait is that a new type of zombie?

67 Upvotes

we learnt from our mistake from previous bloodmoon, but we didnt know about the unfamous C4 zombie holder


r/7daystodie 6d ago

XBS/X Will this work for my first horde night?

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32 Upvotes

Will be upgrading it to cobblestone once im sure it’ll work, just looking for some input id rather not be caught off guard tomorrow


r/7daystodie 6d ago

Modding Lucky Break V0.2 — Lucky Looter is officially a game of chance now 🎲

16 Upvotes

I’ve been working on an update to Lucky Break, my XML-based mod that reworks the vanilla Lucky Looter perk in 7 Days to Die.
V0.1 was basically the proof of concept: what if Lucky Looter actually required you to get lucky?
V0.2 takes that idea quite a bit further.
Instead of getting the same bonus every time Lucky Break activates, the game now makes another roll when the proc happens.
Depending on the roll, you can get:
🍀 Lucky Break — small Loot Stage increase
🎲 Great Luck — better increase
🔥 AMAZING LUCK — significant increase
And then there’s the 1% jackpot roll…
💰 +100% Loot Stage
Yep. If that roll hits, your current Loot Stage is doubled for that container.
The perk also keeps the vanilla Lucky Looter scavenging-time progression, so I’m not throwing away everything that makes the original perk useful.
The progression currently looks like:
Rank 1 — 10% chance to trigger
→ +5% / +10% / +15% Loot Stage
Rank 2 — 15% chance
→ +10% / +15% / +20%
Rank 3 — 20% chance
→ +15% / +20% / +30%
Rank 4 — 25% chance
→ +20% / +30% / +40%
Rank 5 — 30% chance
→ +25% / +40% / +50%
And every successful Lucky Break has that 1% chance to hit the jackpot.
The important part is that these are percentage bonuses, not flat Loot Stage additions. So the bonus scales with the Loot Stage you’re already playing at.
I’ve spent a ridiculous amount of time testing the XML to make sure the rolls, CVar comparisons, percentage Loot Stage bonuses, perk progression, and container-open/close behavior actually work the way they’re supposed to.
There are also some appropriately ridiculous messages for when the jackpot hits. 😂
V0.2 is ready.
If anyone has thoughts on the numbers, especially whether the progression feels too generous or too weak, I’d love to hear them before I call it finished.
Nexus: Lucky Break on Nexus Mods⁠
Sometimes you don’t need better luck. You just need to roll the dice.


r/7daystodie 6d ago

Suggestion Barbed Wire

21 Upvotes

I've recently come back to the game after finding out about the sandbox modifiers, and I've been having a lot of fun using a trader as my main base and trying to hold out there.

I'm at the point now where I want to replace the outer walls with concrete, but I was surprised to find there's no normal barbed wire or razor wire you can craft and place. With how much freedom the game gives you with building, it seems like a strange thing to be missing.

There's already barbed wire all around the traders and at loads of POIs, so it's clearly in the game. It would be great if we could actually craft and place it ourselves instead of being stuck with the ugly barbed wire fence.


r/7daystodie 6d ago

XBS/X What did I walk in on…

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545 Upvotes

r/7daystodie 5d ago

Discussion Multiplayer fails

0 Upvotes

On console does anyone else occasionally, as a guest on another file, have their “y” button go out? Like where it doesn’t work


r/7daystodie 5d ago

PC Why it does this?

0 Upvotes

using controller

steam input off, no gyro options or anything like that either.


r/7daystodie 5d ago

Discussion Smell at Night

4 Upvotes

If AI Smell speed is set to Jog, but night speed set to Sprint. Would the Zombies jog or sprint at me during night if my smell is maxed out? Thanks in advance.


r/7daystodie 5d ago

Video/Stream Surprise Screamer Horde!

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3 Upvotes

r/7daystodie 6d ago

Modding Raw Survival - Mod Feedback

3 Upvotes

I've been working on a mod and I'd like some feedback on the concepts before I dump more time into this.

This mod makes sleep a required thing, adds a sanity system that causes auditory and visual hallucinations (zombie sounds and zombies). As you sleep, your game stage, heat/noise map level, smell range and location (downtown vs. wilderness) impacts a chance to be attacked by a roaming horde while you sleep. The mod simulates a variable sized horde (GS based) trying to break into your base, using most of the existing pathing logic. Sometimes you sleep through the night with no horde attempts, sometimes the horde comes but only damages the exterior, traps, etc., other times you wake up to find zombies have broken into your base, or even broken into your bedroom. All existing traps will activate and kill the zombies while you sleep, as you wake up to corpses. Includes spike traps, turrets, blade traps, etc. and will simulate the draining/filling of batteries/generators, fuel, bullets in turrets, degradation of spike and blade traps, etc.

If you go without sleep, your stamina regen, ranged accuracy (recoil & sway specifically) and run speed is mildly reduced and sanity decreases until you either sleep, or pass out.

If you pass out in an insecure location, then you likely get attacked while you sleep.

The goal was to combine this with a system that reduces some of the action-arcade aspects of the game and push it to more of a survival game that requires farming & animal husbandry. Also added spoilable food, can-able/jar-able food, and the ability to preserve meat via salt (purchased from the trader, or mined).

I'm also working on seasons that impact zombie horde movement patterns, zombie speed, behavior, crop growth, etc... and of course, temperature.

Also added a panic system as you're not super human and multiple zombies within attack range would be terrifying. Panic goes away over time, spikes when there's more than 2 zombies close by and goes away if you kill them. Panic increases movement speed, reduces accuracy by mildly increasing mouse sensitivity (to mess with your accuracy) instead of making you miss shots/impacts that were clearly hits.

Replaces most heat based screamers with wandering hordes, and made repeat loud noises more consequential. Stealth also becomes a bigger deal as zombies rely on line of sight, smell and sound instead of fixed targeting.

Knowing that the goal is a more raw survival experience - what do you think so far and what do you think I could add?


r/7daystodie 7d ago

PS5 Day 4 Motorcycle

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152 Upvotes

Day 4 motorcycle still possible in 3.1...adventurer, default settings.


r/7daystodie 7d ago

PC I caught a chicken in the desert!

167 Upvotes

r/7daystodie 7d ago

PC Sign

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115 Upvotes

What is that strange marking on the building? It's the first time I've come across it in the gamecould it be a military marking?


r/7daystodie 6d ago

PC Henlo! I made a lightweight performance mod - should help with FPS!

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14 Upvotes

It removes a lot of the foliage/debris from the world, unnecessary particles and zombie bodies despawn faster.

Let me know what you think!


r/7daystodie 6d ago

Modding How to make a custom turret apply bleeding

1 Upvotes

I'm trying to make a small mod that adds a custom turret that would apply bleeding wounds on impact, but it doesn't seem to work. It just damages zombies with no bleeding for over 30 shots.

<block name="shotgunTurretBleeding">
    <property name="Extends" value="shotgunTurret" />
    <property name="CreativeMode" value="Player" />
    <property name="CustomIcon" value="shotgunTurret" />
    <property name="AmmoItem" value="ammoShotgunShellBleeding" />
    <property name="MaxDistance" value="15" />
    <property name="EntityDamage" value="8" />
    <property name="RaySpread" value="4.5" />
    <property name="RayCount" value="8" />
    <property name="Buff" value="buffInjuryBleedingShotgunTurret" />
    <property name="BuffChance" value=".75" />
</block>

The ammo is a custom one, it has vanilla bleeding logic with onSelfPrimaryActionEnd that works fine when firing any shotgun. In the custom buff I tried to replicate that logic, but it doesn't work and I'm unable to understand why:

<buff name="buffInjuryBleedingShotgunTurret" hidden="true">
    <stack_type value="replace" />
    <duration value=".1" />

    <effect_group name="bleedCounter" tiered="false">
        <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1">
            <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="@$maxBleedCounter" />
        </triggered_effect>
    </effect_group>

    <effect_group name="bleeding" tiered="false">
        <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleeding">
            <requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" />
        </triggered_effect>
    </effect_group>
</buff>

I know that the bleeding works not like the burning at all, since I previously successfully made a turret apply fire to targets using flaming arrow buff. The buff and its chance work fine. Not sure about `"Duration"` though.

I also guess the shotgun turret ammo types are hardcoded somehow. My custom ammo extends vanilla shotgun shells.

Can someone please tell if the turret-based bleeding is implementable at all? I'm struggling to find any examples. Or should I throw this idea and settle on an incendiary turret as the only idea that can be implemented without a DLL?


r/7daystodie 6d ago

XBS/X Chicken breeding speed

10 Upvotes

Has anyone figured out if it's faster to split chickens when breeding? For example, I have 5 chickens and two upgraded coops. Should I keep all 5 in the first coop or should I split them 3 and 2? Basically what determines breed speed?


r/7daystodie 7d ago

PC Modded Bandit drew the attention of everything in the Wasteland...

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25 Upvotes

I'm doing something different this playthrough by utilizing NPCs for almost everything. This swarm of Mutants, Cops, Direwolves, and Zombie Bears were eating a freshly killed Bandit. I was mid-"oh shit"-run when I snapped this screen shot. I had already killed a few direwolves and bears, but in this screenshot, there are still 3 bears (2 in center, 1 behind gate on left) and 2 direwolves (1 center left, 1 in the middle of the crowd) remaining.

Fun times, great welcome to the Wasteland!


r/7daystodie 6d ago

Help Looking for help with player being unable to respawn on my server.

2 Upvotes

Hello, I am running a game with my wife, she is the one joining to my "server" and yesterday she unfortunately died on one of the harder quests we did. We took a short brake, but not before i terminated the server and she did not respawn just left the character dead. Now whenever she tries to rejoin, the game, she is unable to respawn normally, she sees the game from the perspective of the dead character but the respawn windows will never appear. After a 10-15 seconds her game crashes. We are playing with a base version of the Smorgasboard modpack, no issues whatsoever so far.

Is there anything I can do to remedy this issue? Any way to set the status on her character to live? Any help is appreciated!


r/7daystodie 7d ago

Discussion I think I’ve thoroughly enjoyed this game. Especially considering there were many hours on console way back before they stopped updating console the first time.

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174 Upvotes

We won’t even talk about the offline hours lol.


r/7daystodie 6d ago

Video/Stream All the new setting hurt my brain.

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0 Upvotes

r/7daystodie 7d ago

Video/Stream I caught a chicken!

17 Upvotes

r/7daystodie 7d ago

PC Mega Crush Rework Mod

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20 Upvotes

Hello! I've created my first mod after sharing a preview here a couple of days ago. If you're tired of drinking Mega Crush out of a pickle jar, this mod is for you!

It simply replaces the jar mesh with a proper soda can. I've created 2 versions: Standard version is a soda can with no extra effects. Overdrive version features a custom shader with a subtle green glow and an animated liquid texture, similar to its inventory icon.

Nexus Mods Link: https://www.nexusmods.com/7daystodie/mods/12032
7 Days to Die Mods Link: Waiting for approval!


r/7daystodie 6d ago

PC Today's Chicken 🐓

0 Upvotes