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7 Days to Die

A server-side mod that connects a 7 Days to Die dedicated server (Linux or Windows) to Takaro. It is built for exact server builds. Players do not install anything.

  • A 7 Days to Die dedicated server (Linux or Windows) that you can stop, start and copy files to, on build V 3.4.0 b10, V 3.4.0 b9, V 3.4.0 b6, V 3.3.0 b18 or V 3.2.0 b10.
  • Access to the server’s Mods/ folder (create it if it does not exist).
  • Outbound internet access from the server to wss://connect.takaro.io/. The connector dials out, so there is no port to open.
  • A Takaro game server of type Generic and its registration token.
  • Moving an existing game server from Takaro’s built-in 7 Days to Die integration? Install as below, then follow MIGRATION.md.

Download the latest release from takaro.io/games/7-days-to-die (or from the releases page, https://github.com/gettakaro/connectors/releases). Take the zip for your server build:

Server build Steam build (app 294420, branch public) Zip
V 3.4.0 b10 26310339 takaro-7d2d-mod-3.4.0.b10-<version>.zip
V 3.4.0 b9 26237934 takaro-7d2d-mod-3.4.0.b9-<version>.zip
V 3.4.0 b6 26167630 takaro-7d2d-mod-3.4.0.b6-<version>.zip
V 3.3.0 b18 (default) 25661908 takaro-7d2d-mod-3.3.0.b18-<version>.zip
V 3.2.0 b10 24994542 takaro-7d2d-mod-3.2.0.b10-<version>.zip

The console shows your build on startup (Version: V 3.3.0 (b18)). Use the zip that matches. The same zip works on Linux and Windows servers. V 3.3.0 changed the game’s player-data and item APIs, so a V 3.2.0 zip on V 3.3.0 or later (or the other way round) cannot read inventories or give items (Field not found: int .ItemValue.type). The mod checks this on startup: on the wrong build it logs an error naming the zip you need, and getPlayerInventory fails with that message instead of returning an empty inventory. On another build of the same game version it logs a warning, because it is not checked there. Releases up to 0.7.x also had a takaro-7d2d-mod.zip: that was the V 3.2.0 b10 build, so do not use it on V 3.3.0 or later. Do not use the 7d2d-dev pre-release. Check the download with SHA256SUMS from the same release (sha256sum -c SHA256SUMS).

Stop the server, then unzip so that the Takaro folder ends up directly inside Mods/:

<server>/Mods/Takaro/
ModInfo.xml
Takaro.dll

Harmony comes with the game (Mods/0_TFP_Harmony), so the mod ships nothing else.

  • Linux: /home/steam/7dtd/Mods/Takaro/
  • Windows: C:\7DaysToDieServer\Mods\Takaro\

The settings are in <server>/Takaro/Config.xml: a Takaro folder next to Mods/, in the folder the server starts in (for example /home/steam/7dtd/Takaro/Config.xml or C:\7DaysToDieServer\Takaro\Config.xml). The zip does not contain it. Start the server once and the connector creates it, or create it yourself before the first start:

<?xml version="1.0" encoding="utf-8"?>
<!--
Takaro connection settings.
Paste the registration token Takaro shows when you add a Generic game server
into RegistrationToken and save. The mod picks the change up within a few
seconds, no restart needed.
IdentityToken identifies this server in Takaro; the mod fills it in when it
is empty. Keep it if you move or reinstall the server.
ServerChatName is the sender players see on messages from Takaro, instead
of "Server". The chat name set in Takaro wins over it; leave both empty
for "Server".
ReportCharacters tells Takaro about each life on a Permanent Death server.
Turn it on only when your Takaro supports Characters, then restart the server.
-->
<Takaro>
<WebSocket>
<Url>wss://connect.takaro.io/</Url>
<RegistrationToken></RegistrationToken>
<IdentityToken></IdentityToken>
<Enabled>true</Enabled>
<ReconnectIntervalSeconds>30</ReconnectIntervalSeconds>
</WebSocket>
<Chat>
<ServerChatName></ServerChatName>
</Chat>
<Players>
<ReportCharacters>false</ReportCharacters>
</Players>
</Takaro>

Paste your registration token between the RegistrationToken tags and save. Leave <Url> as it is and leave IdentityToken empty; the connector fills it in (unless you are migrating, see MIGRATION.md). No restart is needed: the connector checks the file every few seconds and connects as soon as it has a token. Emptying the token disconnects the server.

Server chat name (optional). Messages from Takaro show Server as the sender. To show your own name, set the server’s chat name in Takaro. If your Takaro does not pass that name to the connector yet, put it in <ServerChatName> (a file from an older connector version has no <Chat> section; add it as above). The name set in Takaro wins. It applies within a few seconds; players see Your Name: message in global chat and From Your Name: message in a whisper.

Characters (optional). On a server with the Permanent Death penalty, the connector can report each life as a separate Character. Set <ReportCharacters> to true and restart the server, but only if your Takaro supports Characters: older versions refuse player events that carry one.

Map (optional). For the world map in Takaro, turn on the game’s map rendering in serverconfig.xml and restart the server:

<property name="EnableMapRendering" value="true"/>

The web dashboard (WebDashboardEnabled) is not needed. With rendering off and no tiles saved, Takaro shows no map.

The server log shows:

[MODS] Loaded Mod: Takaro (<version>)

The connector’s own log, <server>/Takaro/logs/<M-D-YYYY>.log (for example Takaro/logs/10-22-2026.log), shows:

Mod initialized successfully
Takaro accepted identify: game server <id>, protocol version 1
WebSocket connection confirmed (identify accepted); releasing 0 buffered outbound message(s)

(On an older Takaro the second line says protocol version 0; that is fine.) The game server shows as online in Takaro.

Without a token, the server log shows a banner:

*************************************************************************
RegistrationToken not set, the server is not connected to Takaro.
Paste the registration token from Takaro into /home/steam/7dtd/Takaro/Config.xml
and save it. The mod connects within a few seconds, no restart needed.
*************************************************************************

With a wrong token it says Takaro rejected identify (error): Invalid registrationToken provided. Fix the token in <server>/Takaro/Config.xml and save; the connector reconnects within a few seconds.

Stop the server, delete <server>/Mods/Takaro/, unzip the new version in its place and start the server. Deleting the folder also removes the extra DLLs (0Harmony.dll, MonoMod.*.dll, LiteDB.dll, …) that older releases shipped. <server>/Takaro/Config.xml and the player registry takaro.db in the world’s save folder are never touched, so the token and the server’s identity stay. Never swap Takaro.dll under a running server; it can crash the server.

Checked on V 3.4.0 b10 (Steam build 26310339), 2026-11-02. ✅ works, ⚠️ works with a limit, ❌ not supported.

What Notes
Connection ✅ Reconnects by itself within about a minute after an outage or a server restart; events from the outage are delivered afterwards.
Player list ✅ Name, Steam id (or Xbox id), Epic (EOS) id, platform id, IP and ping.
Player location ✅ Updated about every 30 seconds.
Teleport ⚠️ The height is snapped to the ground, so the player lands on solid ground, not at the exact height asked for.
Player inventory ✅
Player levels and skills ⚠️ Character level with experience, plus every attribute, perk and crafting skill as its own track. The game client owns these values and reports them to the server, so Takaro marks them client-reported.
Item list ✅ Player-facing names; internal entries without a name are left out but can still be given by code. A server set up with an older version keeps those old rows.
Item icons ⚠️ Real icons from the server’s files and installed mods reach Takaro with no setup. Items the game tints when it draws them keep Takaro’s own icon.
Entity list ✅ With in-game names.
Locations ⚠️ The connector collects the points of interest; not checked in Takaro yet.
World map ✅ Needs EnableMapRendering (see Configure). North up, players at their position; unexplored areas stay empty.
Send a message ⚠️ Broadcasts reach everyone. Whispers reach the player; whether others can see them is not checked.
Console commands ✅ Returns output and success or failure, including the error for unknown commands.
Kick ✅ The player sees the reason.
Ban and unban ⚠️ Timed and permanent bans work on the game server, but Takaro records no ban or unban event for them.
Ban list ✅ Matches the server’s own ban list.
Give an item ✅ Right amount and quality, stacked onto what the player carries; what does not fit lands at the player’s feet.
Shop ✅ Buying in game (/shop), orders, currency and balance; purchases go straight into the inventory.
Shut down the server ✅
Player joined / left ✅
Chat messages ✅
Player death ✅ With the position.
Entity killed ✅ The creature’s class name (for example zombieBoe) and the weapon’s in-game name (Steel Club).
Server log lines ⚠️ Sent, but Takaro does not store them, so modules cannot use them.
Discord chat bridge ⚠️ Both directions work, but Takaro sends the game’s copy of a Discord message back to Discord once.
Modules ✅ Chat commands such as @ping.
Moving from the built-in integration ⚠️ Known players keep their profile (MIGRATION.md). A second profile with an empty Steam ID, made by an older connector version, must be deleted once; until then that player’s events are ignored.
PrismaCore commands ✅ resetlevel / rl <player> <level>, resetskillpoints / rs <player> <count> and isbloodmoon with PrismaCore’s names and output, so tools such as StaffCommands work unchanged. Changes show at once and survive death and relog.
PrismaCore player ids ⚠️ Names, entity ids, EOS_ and Steam_ ids work; XBL_ and PSN_ ids are not checked on a live server. Offline and unknown players get PrismaCore’s own error lines.
  • Do not run PrismaCore next to this mod; the mod logs one warning at game start when it finds it.
  • The Discord bridge can loop the server’s own message a few rounds before settling, because Takaro stores its own outgoing messages as chat.
  • The map shows explored areas only. Takaro keeps tiles for up to 10 minutes, so a newly explored area can take that long to appear.
  • After an outage, delayed events show the reconnect time, not when they happened. On an older Takaro an event can also arrive twice.

Developers: see DEVELOPMENT.md.


This page is generated from the 7 Days to Die connector’s README in the gettakaro/connectors repository. Corrections belong there.

Download the 7 Days to Die connector