---
title: "How to Install Mods on a 7 Days to Die Server"
description: "Install 7 Days to Die mods from the Winheberg game panel, with the correct Mods folder structure, ModInfo.xml, EAC setting and client synchronisation."
category: jeux
subcategory: 7-days-to-die
icon: tabler:puzzle
date: 2026-09-08
author: Winheberg
slug: "install-mods-7-days-to-die"
order: 85
image: /statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die.webp
tags: [7 Days to Die, Mods, Game panel, Game server]
keywords: [7 days to die mods, modlet, mods folder, modinfo.xml, eac 7 days to die, harmony, 7 days to die server, pterodactyl]
link_fr: "/docs/7-days-to-die/installer-mods-7-days-to-die"
---

## Context

7 Days to Die mods, known in the community as modlets, are plain folders dropped into the server's `Mods` directory. No installer, no command line, everything happens in the file manager of the Winheberg game panel.

That simplicity hides two traps behind the vast majority of mods that never load, a malformed folder structure after unzipping, and a mismatch between the type of mod and the server's anti cheat configuration. This guide covers both, from uploading the archive to checking the console output.

It applies to 7 Days to Die servers [hosted at Winheberg](https://winheberg.com/en/gaming/7-days-to-die) and managed from [panel.winheberg.com](https://panel.winheberg.com/).

## Requirements

- An active [7 Days to Die server](https://winheberg.com/en/gaming/7-days-to-die) on the Winheberg game panel
- The mod archive, downloaded from a trusted source such as Nexus Mods or the official The Fun Pimps forum
- An SFTP client such as FileZilla or WinSCP if the archive is larger than 100 MB, the file manager upload limit
- Your SFTP credentials, shown in the server's **Settings** tab

> [!WARNING]
> A mod built for another game version can stop the server from booting. Back up your world before adding anything.

## 1. Locate the Mods folder and its default content

In the **Files** tab, the `Mods` folder sits at the server root, between `logs` and `Steam`.

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564643352-0c30bb207a53435162a5e0f6.webp" alt="Files tab of the Winheberg panel with the Mods folder circled in red at the root of the 7 Days to Die server" width="800" />

It is never empty on a fresh installation, since the 7 Days to Die dedicated server ships with three official folders.

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564157487-dd81548ac19041b2fee2cbf9.webp" alt="Content of the Mods folder with the three official folders 0_TFP_Harmony, TFP_CommandExtensions and Xample_MarkersMod, and the Upload button circled in red" width="800" />

::MdTable{caption="Folders shipped with the dedicated server" variant="info" striped}
| Folder | Purpose |
|---|---|
| `0_TFP_Harmony` | Official Harmony loader from The Fun Pimps, used by mods that ship compiled code |
| `TFP_CommandExtensions` | Extra console commands bundled with the dedicated server |
| `Xample_MarkersMod` | Example mod tied to the dedicated server web dashboard |
::

> [!CAUTION]
> Do not delete these three folders. Without `0_TFP_Harmony`, no mod containing a `.dll` file will load.

## 2. Stop the server

Open the **Console** tab, click **Stop** and wait for the state to switch to **Offline**.

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564159210-d53d603569159c69d4ff3285.webp" alt="Console tab of the Winheberg panel with the Start and Stop buttons circled in red, server shown as Offline" width="800" />

The game only reads the `Mods` folder during startup. A mod added to a running server stays invisible, and writing files while a save is loaded exposes it to corruption.

## 3. Upload the mod into the Mods folder

Open the **Files** tab, enter the `Mods` folder, then click **Upload**. The menu offers three ways to send the mod.

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564158055-81dbc268cfda05babb74dbd6.webp" alt="Upload menu of the file manager with the Upload Files, Upload Folders and Upload from URL options circled in red" width="800" />

- **Upload Files** for the mod's `.zip` archive, the most common case
- **Upload Folders** to send the mod folder already extracted on your PC
- **Upload from URL** to paste the direct download link of the archive, the server fetches it itself without going through your connection

Once the transfer finishes, the **⋯** menu at the end of the archive's row gives access to the **Unarchive** action, which extracts the content in place.

For large archives, overhauls in particular, use [SFTP](https://winheberg.com/en/docs/sftp-gaming-server) with FileZilla or WinSCP. The SFTP server address and your username are displayed in the **Settings** tab, the password is your panel password, and the **Launch SFTP** button opens your client directly.

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564643870-23a66e92d9b7ee740dfd09c8.webp" alt="Settings tab of the Winheberg panel with the SFTP Details block and the Launch SFTP button circled in red" width="800" />

> [!TIP]
> Delete the `.zip` archive once the mod is extracted, the game never reads it.

## 4. Check the mod folder structure

This is the step that matters most. Each mod lives in its own folder directly under `Mods`, with its `ModInfo.xml` file at that folder's root.

```text
Mods/
├── 0_TFP_Harmony/
├── TFP_CommandExtensions/
├── Xample_MarkersMod/
└── MyMod/
    ├── ModInfo.xml
    └── Config/
```

Two mistakes come up again and again.

- **The duplicated folder.** If extraction produces `Mods/MyMod/MyMod/ModInfo.xml`, the author zipped the parent folder. Move the content up one level so that `ModInfo.xml` sits inside `Mods/MyMod/`.
- **The grouping folder.** Creating `Mods/MyMods/` to tidy several mods together does not work, the game only looks one level below `Mods`.

The `ModInfo.xml` file follows the structure below.

```xml
<?xml version="1.0" encoding="UTF-8" ?>
<xml>
    <Name value="MyMod" />
    <DisplayName value="My Mod" />
    <Version value="1.0.0" />
    <Description value="Mod description" />
    <Author value="Mod author" />
    <Website value="" />
</xml>
```

> [!NOTE]
> A folder without `ModInfo.xml` is silently ignored by the game, with no error in the console.

## 5. Match the configuration to the mod type

Mods do not all need the same treatment. The folder content tells you immediately which case you are in.

::MdTable{caption="What each mod type requires" variant="info" striped}
| Mod type | Folder content | What to do |
|---|---|---|
| XML modlet | Only `.xml` files inside `Config/` | Nothing extra, EAC can stay enabled |
| Mod with compiled code | One or more `.dll` files | Set `EACEnabled` to `false` in `serverconfig.xml` |
| Full overhaul | Config, assets, icons, compiled code | Same EAC change, plus an identical install on every client |
::

To turn the anti cheat off, open `serverconfig.xml` at the server root from the **Files** tab, find the `EACEnabled` property around line 46, set its value to `false`, then click **Save Content**. The full procedure, server side and player side, is in [How to Disable EAC on a 7 Days to Die Server](https://winheberg.com/en/docs/disable-eac-7-days-to-die).

<img src="/statics/images/docs/en/gaming/7-days-to-die/install-mods-7-days-to-die-1793564771003-ccad5773038d73d4c9897fa6.webp" alt="File editor of the Winheberg panel on serverconfig.xml with the EACEnabled line and the Save Content button circled in red" width="800" />

> [!IMPORTANT]
> 7 Days to Die does not push mods to players. A modlet that only changes server side values such as loot or spawns can stay installed on the server alone. As soon as a mod adds or changes items, blocks, recipes, UI or localisation, every player has to install exactly the same folder on their machine.

## 6. Restart and confirm the mod loads

Go back to the **Console** tab and click **Start**. During the startup sequence, the server prints the list of mods it loads. Yours should appear with the name declared in its `ModInfo.xml`.

If the server reaches the game ready state and your mod shows up in that list, the installation is done.

## Troubleshooting

### ❌ The mod never appears in the startup console

- Confirm that `ModInfo.xml` sits in `Mods/ModName/` and not one level deeper
- Make sure no intermediate folder was created under `Mods`
- Check that the archive was actually extracted and is not still a `.zip`
- Confirm the server was fully restarted, not just reloaded

### ❌ The server no longer starts after adding a mod

- Rename `Mods` to `Mods_old` and restart to confirm the mod is the cause
- Add the mods back one at a time to identify the culprit
- Check that the mod version matches the game version installed on the server
- Read the last console lines before the shutdown, they usually name the failing mod

### ❌ Players can no longer join the server

- The mod most likely changes client side content, share the same archive with them
- Make sure everyone runs the same mod version, a single version gap is enough to refuse the connection
- If the mod ships a `.dll`, players must launch the game with the anti cheat disabled

### ❌ Harmony errors show up in the console

- Confirm that the `0_TFP_Harmony` folder is still present in `Mods`
- Check that the mod was built for the game version you run, a major version gap produces this kind of error
- Remove any duplicate copy of the same mod sitting in two different folders

## Best practices

- Add mods one at a time and restart in between, conflicts surface far more quickly that way
- Keep a local copy of every archive you install, it saves hunting for the right versions after a reinstall
- Write down the exact version of each mod, that is always the missing detail when a game update lands
- After a major 7 Days to Die update, treat every mod as needing revalidation before reopening the server to players
- Stick to well known sources, a mod grabbed anywhere can ship code that runs on your machine
- Warn your players before adding a content mod, they will need to install it on their side to keep playing

## Need help

If the server refuses to start after a mod is added, or if what you observe does not match this guide, open a ticket with our support team from your [client area](https://billing.winheberg.com), selecting the **Technical** department and filling the **Related Product** field with the server involved. Our team can go through the startup logs with you.

Your modlets are in place, all that is left is to load the game. 📦

