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7 Days to Die

A server-side-only mod (version 0.5.0) that connects a 7 Days to Die dedicated server to Takaro. Players do not install anything.

It is built once per exact server build, and each zip names the build it is for:

Server build Steam build (app 294420, branch public) Zip Status
V 3.3.0 b18 25661908 takaro-7d2d-mod-linux-3.3.0.b18-<version>.zip candidate (default), proven live on 2026-10-06 (see below)
V 3.2.0 b10 24994542 takaro-7d2d-mod-linux-3.2.0.b10-<version>.zip candidate; the table below was proven on it

Use the zip that matches your server: V 3.3.0 changed the game’s player-data and item APIs, so the V 3.2.0 build cannot read inventories or set weapon mod quality on V 3.3.0. The mod may load on another build, but nothing here says it works there.

Download the latest release: takaro.io/games/7-days-to-die

You need:

  • A 7 Days to Die dedicated server (Linux or Windows) that you can stop, start and copy files to.
  • Access to the server’s Mods/ folder (create it if it does not exist).
  • A Takaro account with a game server created of type Generic, and its registration token (Takaro shows it when you create the game server).

Download takaro-7d2d-mod-linux-<build>-<version>.zip for your server build (3.3.0.b18 or 3.2.0.b10, see the table above) from the latest 7d2d-vX.Y.Z release on the releases page:

https://github.com/gettakaro/connectors/releases

Direct link pattern: https://github.com/gettakaro/connectors/releases/download/7d2d-v<version>/takaro-7d2d-mod-linux-<build>-<version>.zip

takaro-7d2d-mod.zip is still published next to them and is the same bytes as the V 3.2.0 b10 zip, so an old bookmark keeps working. The name in the middle is the server build the mod was built against.

Use the latest 7d2d-vX.Y.Z release. The results in the table below were proven on the code that shipped in an early release (labelled 0.1.6 during testing), before the later ones; the protocol and migration support described in this file is newer and is not part of that run. Do not use the 7d2d-dev pre-release; that is an untested rolling build.

The zip contains a single folder, Takaro/. That whole folder is the mod.

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

<server>/Mods/Takaro/
ModInfo.xml
Takaro.dll
0Harmony.dll
LiteDB.dll
Mono.Cecil.dll
Mono.Cecil.Mdb.dll
Mono.Cecil.Pdb.dll
Mono.Cecil.Rocks.dll
MonoMod.Backports.dll
MonoMod.Core.dll
MonoMod.ILHelpers.dll
MonoMod.Iced.dll
MonoMod.RuntimeDetour.dll
MonoMod.Utils.dll
Newtonsoft.Json.dll
System.Buffers.dll
System.ValueTuple.dll
com.rlabrecque.steamworks.net.dll
websocket-sharp.dll

All of those files are needed — copy the folder as-is, do not cherry-pick the DLLs.

Examples:

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

The mod keeps its settings 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 this file.

Either start the server once (the mod creates the file, with a new IdentityToken), or create it yourself before the first start with this content:

<?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.
-->
<Takaro>
<WebSocket>
<Url>wss://connect.takaro.io/</Url>
<RegistrationToken></RegistrationToken>
<IdentityToken></IdentityToken>
<Enabled>true</Enabled>
<ReconnectIntervalSeconds>30</ReconnectIntervalSeconds>
</WebSocket>
</Takaro>

Paste your Takaro registration token between the RegistrationToken tags and save. Leave <Url> as it is, and leave IdentityToken empty; the mod fills it in and uses it to identify this server in Takaro (unless you are migrating an existing game server, see below).

Saving is enough: the mod checks the file every few seconds and connects as soon as it has a token. No restart needed. Emptying the token disconnects the server.

In the server console / server log:

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

In the mod’s own log at <server>/Takaro/logs/<M-D-YYYY>.log (for example Takaro/logs/9-15-2026.log):

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

Against an older Takaro the same line says protocol version 0; the mod works with both.

And in Takaro, the game server shows as online.

If no token is set yet, the server log shows a banner instead:

*************************************************************************
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.
*************************************************************************

If the token is wrong, the banner says Takaro rejected identify (invalid_args): Invalid registrationToken provided. Fix the token in <server>/Takaro/Config.xml and save; the mod reconnects within a few seconds.

Stop the server first. Delete <server>/Mods/Takaro/ and unzip the new version in its place, then start the server again. Replace only Mods/Takaro/; your config at <server>/Takaro/Config.xml is never touched, so the token and the server’s identity in Takaro stay as they are. Never swap Takaro.dll under a running server; it can crash the server.

Moving from Takaro’s built-in 7 Days to Die integration (Connector Migration)

Section titled “Moving from Takaro’s built-in 7 Days to Die integration (Connector Migration)”

A game server that Takaro already runs through its built-in 7 Days to Die integration can move to this mod in place: it stays the same game server in Takaro, with its players, currency, roles, bans, shop and modules. Nothing is exported or re-imported, and no second game server is created.

This needs mod version 7d2d-v0.4.0 or newer, and a Takaro that offers Connector Migration (the Migrate to connector action on the game server). The mod tells Takaro that it can take over a 7 Days to Die server (migration.native for game 7d2d); Takaro refuses the migration for any connector that does not.

  1. In Takaro, open the existing 7 Days to Die game server and choose Migrate to connector. Takaro shows a registration token and an identity token. The server keeps running on the built-in connection while the migration is pending, and you can cancel it there at any time.

  2. Stop the game server and install the mod (Install, steps 2 and 3).

  3. Put both tokens in <server>/Takaro/Config.xml:

    <Takaro>
    <WebSocket>
    <Url>wss://connect.takaro.io/</Url>
    <IdentityToken>identity-token-from-takaro</IdentityToken>
    <RegistrationToken>registration-token-from-takaro</RegistrationToken>
    <Enabled>true</Enabled>
    <ReconnectIntervalSeconds>30</ReconnectIntervalSeconds>
    </WebSocket>
    </Takaro>

    If the file already exists because the mod ran before, replace the IdentityToken the mod generated with the one Takaro issued. Keeping the generated one makes Takaro create a second, separate game server.

  4. Start the server. The mod log shows Takaro accepted identify: game server <id>, protocol version 1, and the same game server in Takaro is now connector-based.

  5. Check the migration report on the game server in Takaro: it lists which players were matched to existing profiles and which are new. A large number of new players means something is wrong; revert.

  6. To revert, use Takaro within 14 days of the migration. Afterwards stop the server and remove Mods/Takaro (or set <Enabled>false</Enabled>); otherwise the mod connects again with the same identity token and Takaro registers it as a new, separate game server.

If Takaro refuses the connection the log says why:

Takaro rejected identify (unsupported): Connector does not support migration of this GameServer: ...

means the mod is too old for Connector Migration: update it. A second game server appearing in Takaro means the IdentityToken was not replaced in step 3: delete the new game server, paste Takaro’s token and restart (two game servers cannot be merged).

Proven on 2026-10-06 against a real dedicated server on Steam build 25661908 with a real V 3.3.0 (b18) game client: the server connects to Takaro on startup, and player join, chat, death, zombie kill and disconnect all reach Takaro. Player list, inventory (items given through Takaro show up with the right quality and amount), give item, teleport, kick, timed ban and unban (the client is refused, then joins again), server messages, console commands, @ping, shutdown and the Discord chat bridge from game to Discord all work. Discord to game has not been re-checked on this build. The table below is the earlier, fuller V 3.2.0 b10 run.

Verified end to end on 2026-10-01 against a real dedicated server (game build V 3.2.0 b10, this release’s mod) with a real game client connected. ✅ = works, ⚠️ = works with a caveat, ❌ = does not work.

What Notes
Connection & heartbeat ✅ Reconnects by itself after outages and server restarts, within about a minute of the network coming back. Events from during the outage are delivered afterwards, none lost. A wrong registration token is logged as an error.
Server restart / reconnect ✅ The mod comes back on its own after a server restart, including with a player online.
Player list ✅ Name, Steam id (or Xbox id), Epic (EOS) id, platform id, IP and ping. This is how Takaro loads players for 7D2D.
Moving from Takaro’s built-in 7 Days to Die integration ⚠️ See “Moving from Takaro’s built-in 7 Days to Die integration” above. Players already known to Takaro from the built-in integration are recognised by their Steam/Epic id and keep their profile. If an older version of this mod already created a second profile for a player (one with an empty Steam ID), delete that second profile in Takaro once; until then Takaro ignores that player’s events.
Single player lookup ⚠️ The data is correct, but Takaro never asks for one player at a time on this game — it uses the player list instead.
Player location ✅ Polled about every 30 s; matches the server’s own lp output.
Player inventory ✅ Matches what the player is carrying in game.
Item catalogue ✅ Items with player-facing names; internal game entries that have no name are no longer sent (they can still be given by code). Takaro keeps rows it already has, so a server set up with an older version still lists those entries.
Entity catalogue ✅ 175 entities synced, with their in-game names.
Chat messages from players ✅ Real player chat reaches Takaro with the player attached.
Broadcast a message ✅ Shown to everyone in the server chat.
Whisper a player ⚠️ The message reaches the intended player. Only one client was connected, so “nobody else sees it” has not been confirmed.
Give an item ✅ Goes straight into the player’s inventory, with the right amount and quality, and stacks onto what they already carry. If the inventory is full, what does not fit lands at the player’s feet.
Teleport a player ⚠️ Works; the height (Y) is snapped to the ground, so the player lands on solid ground rather than at the exact Y you asked for.
Run a console command ✅ Output and success/failure are returned, including the error text for unknown commands.
Kick a player ✅ The player is dropped from the server with the reason shown.
Ban a player (timed and permanent) ⚠️ The ban lands on the game server and the player is blocked. Takaro does not emit its own ban events for it, so the ban is only visible on the game side and in the ban list.
Unban a player ⚠️ Clears the ban on the game server; same missing Takaro ban events as above.
Ban list ✅ Matches the server’s own ban list.
Shut the server down ✅ The server stops cleanly on request.
Player joined event ✅ Arrives in Takaro about 1 s after the join.
Player left event ✅ Arrives in Takaro shortly after the player disconnects.
Player chat event ✅ See “Chat messages from players”.
Player death event ✅ Includes the position where the player died.
Entity kill event ✅ Proven with real kills; reports the creature’s in-game name (for example “Boe”) and the weapon (“Steel Club”, “Hunting Knife”).
Log events ⚠️ The mod sends them, but Takaro does not store server log lines as events, so they cannot be searched or used in modules.
Map info ⚠️ The mod answers, but Takaro has no map view for this connector type yet.
Map tiles ❌ The mod does not declare the map capability yet, so Takaro does not ask for tiles on protocol version 1 (the legacy native 7DTD integration has a map; this one does not).
Locations / points of interest ⚠️ The mod collects them (368 found) and declares locations.list, which Takaro can now request on protocol version 1. Not yet proven live.
Discord chat bridge ⚠️ Both directions work: game chat reaches Discord, and a message posted in Discord shows up in game. Takaro also forwards the game’s copy of a Discord message back to Discord once (Takaro-side echo).
Shop & economy ✅ Buying in game (/shop), ordering through the Takaro API, currency grants and balance checks all work. Purchases go straight into the player’s inventory.
  • Chat bridge echoes. Takaro stores its own outgoing messages as chat, so the Discord bridge forwards the server’s own message and loops a few rounds before settling. This is on the Takaro side — the mod only reports chat from real players.
  • Locations are not proven live. The mod builds the catalogue and declares locations.list, but the request over protocol version 1 has only been checked against Takaro’s expected shape.
  • No map. The mod does not declare the map capability yet, so Takaro does not request the map on protocol version 1.
  • Events from an outage arrive late, stamped with the delivery time. Takaro records the moment it received an event, so after an outage the events from it show the reconnect time, not when they happened.
  • An event can arrive twice after an outage on older Takaro. The mod resends anything Takaro had not yet confirmed when the connection died. On protocol version 1 Takaro numbers and drops the duplicate; on an older Takaro (protocol version 0) it shows up 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