7 DAYS TO DIE V2 / V3
7 Days to Die Server Config Generator
Erstelle eine komplette serverconfig.xml direkt im Browser. Servername, Ports, Slots, Passwörter, World Generation, Anti-Cheat und Crossplay einstellen, deinen V3.0 SandboxCode für die Gameplay-Regeln einfügen, dann die Datei kopieren oder herunterladen. Läuft lokal, ohne Anmeldung.
SandboxCode (alle Gameplay-Regeln)
V3.0+Seit V3.0 steckt jede Gameplay-Regel in einem einzigen Code: Schwierigkeit, XP, Loot, wie oft der Blood Moon kommt, das Tempo der Zombies und rund 150 weitere. Füge einen vorhandenen Code ein oder baue einen in unserem SandboxCode-Generator und bringe ihn hierher zurück. "A" bedeutet, dass alles auf Standard steht.
Gültiger Code. Alle Gameplay-Einstellungen stehen auf Standard.
0 vom Standard abweichend
Name shown in the server browser.
One line shown under the name in the server browser.
Clickable link in the server browser. Empty for none.
Shown on join and must be confirmed before the player continues. Empty to skip.
Region filter the server is listed under.
Primary language filter in the server browser.
Base port. The game also binds the five ports above it.
2 = public, 1 = friends only, 0 = not listed.
Protocols to disable, comma separated. Rented servers have real port forwarding, so SteamNetworking relay is normally disabled.
Per client world download speed in KiB/s on first join.
Slot cap. RAM and CPU still apply.
Password to enter the server. Empty means open.
Slots out of the cap that only a permission level below can use.
Permission level required for a reserved slot. Lower number means higher rank.
Admins who can still join after the cap is reached.
Permission level required for an admin slot.
Vor dem Hochladen prüfen
- 7 Days to Die nutzt nicht nur einen Port. Das Spiel belegt 6 aufeinanderfolgende Ports, 26900 bis 26905, für die Steam-Kommunikation, den LiteNetLib-Spieldatenverkehr und die Registrierung für Console Crossplay. Alle müssen offen sein, sonst verbinden sich Spieler und laufen danach in einen Timeout.
- TelnetPassword ist leer, deshalb lauscht Telnet nur auf localhost. Die Konsole deines Hosters funktioniert weiterhin, aber kein externes Admin-Tool kann sich anmelden.
serverconfig.xml
<?xml version="1.0"?> <!-- 7 Days to Die serverconfig.xml generated with the DoomHosting server config generator --> <ServerSettings> <!-- GENERAL SERVER SETTINGS - Server representation --> <property name="ServerName" value="My Game Host"/> <!-- Name shown in the server browser. --> <property name="ServerDescription" value="A 7 Days to Die server"/> <!-- One line shown under the name in the server browser. --> <property name="ServerWebsiteURL" value=""/> <!-- Clickable link in the server browser. Empty for none. --> <property name="ServerLoginConfirmationText" value=""/> <!-- Shown on join and must be confirmed before the player continues. Empty to skip. --> <property name="Region" value="NorthAmericaEast"/> <!-- Region filter the server is listed under. --> <property name="Language" value="English"/> <!-- Primary language filter in the server browser. --> <!-- Networking --> <property name="ServerPort" value="26900"/> <!-- Base port. The game also binds the five ports above it. --> <property name="ServerVisibility" value="2"/> <!-- 2 = public, 1 = friends only, 0 = not listed. --> <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> <!-- Protocols to disable, comma separated. Rented servers have real port forwarding, so SteamNetworking relay is normally disabled. --> <property name="ServerMaxWorldTransferSpeedKiBs" value="512"/> <!-- Per client world download speed in KiB/s on first join. --> <!-- Slots and access --> <property name="ServerMaxPlayerCount" value="8"/> <!-- Slot cap. RAM and CPU still apply. --> <property name="ServerPassword" value=""/> <!-- Password to enter the server. Empty means open. --> <property name="ServerReservedSlots" value="0"/> <!-- Slots out of the cap that only a permission level below can use. --> <property name="ServerReservedSlotsPermission" value="100"/> <!-- Permission level required for a reserved slot. Lower number means higher rank. --> <property name="ServerAdminSlots" value="0"/> <!-- Admins who can still join after the cap is reached. --> <property name="ServerAdminSlotsPermission" value="0"/> <!-- Permission level required for an admin slot. --> <!-- Anti-cheat, admin interfaces and security --> <property name="EACEnabled" value="true"/> <!-- EasyAntiCheat. Required for console crossplay, blocks most mods. --> <property name="ServerAllowCrossplay" value="false"/> <!-- V1.0+ - Let PlayStation and Xbox players join. Needs EACEnabled true and a public server. --> <property name="IgnoreEOSSanctions" value="false"/> <!-- V1.0+ - Let EOS sanctioned accounts in. Must stay false for crossplay. --> <property name="HideCommandExecutionLog" value="0"/> <!-- How much admin command output is echoed. --> <property name="WebDashboardEnabled" value="false"/> <!-- Built in web dashboard. Called ControlPanelEnabled before A20. --> <property name="WebDashboardPort" value="8080"/> <!-- Port of the web dashboard. Must be a port your host has opened. --> <property name="WebDashboardUrl" value=""/> <!-- External URL the dashboard is reachable on, if it sits behind a proxy. --> <property name="EnableMapRendering" value="false"/> <!-- Render explored map tiles to disk for the dashboard map view. Costs disk and CPU. --> <property name="TelnetEnabled" value="true"/> <!-- Telnet console. This is what most admin tools and our panel console attach to. --> <property name="TelnetPort" value="8081"/> <!-- Telnet port. --> <property name="TelnetPassword" value=""/> <!-- Telnet password. With no password the server only listens on loopback. --> <property name="TelnetFailedLoginLimit" value="10"/> <!-- Wrong passwords from one address before it is blocked. --> <property name="TelnetFailedLoginsBlocktime" value="10"/> <!-- How long that block lasts, in seconds. --> <property name="TerminalWindowEnabled" value="true"/> <!-- Windows only log window. It ships enabled and does nothing on a Linux host, which is what rented servers run. --> <property name="AdminFileName" value="serveradmin.xml"/> <!-- Admin and permissions file, relative to the save folder. --> <!-- World generation --> <property name="GameWorld" value="Navezgane"/> <!-- Navezgane, a Pregen world name, or RWG for a random world. Changing this starts a NEW map. --> <property name="WorldGenSeed" value="asdf"/> <!-- Seed text used when GameWorld is RWG. Ignored for Navezgane and Pregen maps. --> <property name="WorldGenSize" value="6144"/> <!-- RWG world width and height in metres, in steps of 2048. Large worlds take a long time to generate on first boot. --> <property name="GameName" value="My Game"/> <!-- Save name. Changing it starts a fresh save and leaves the old one on disk. --> <property name="GameMode" value="GameModeSurvival"/> <!-- Only GameModeSurvival ships with the dedicated server. --> <!-- Gameplay --> <property name="SandboxCode" value="A"/> <!-- V3.0+ - Every gameplay rule in one code since V3.0: difficulty, XP, loot, blood moons, zombie speeds. "A" means all defaults. --> <property name="PlayerKillingMode" value="3"/> <!-- Who players are allowed to hurt. --> <property name="PartySharedKillRange" value="100"/> <!-- Distance in metres for shared kill XP and party quest credit. --> <property name="PlayerSafeZoneLevel" value="5"/> <!-- Players at or below this level spawn inside a temporary enemy free zone. --> <property name="PlayerSafeZoneHours" value="5"/> <!-- In game hours that safe zone lasts. --> <property name="BedrollDeadZoneSize" value="15"/> <!-- Blocks around a bedroll where nothing will spawn. --> <property name="BedrollExpiryTime" value="45"/> <!-- Real days a bedroll keeps its dead zone after the owner was last online. --> <property name="BuildCreate" value="false"/> <!-- Creative mode. Leave false on a normal server. --> <property name="PersistentPlayerProfiles" value="false"/> <!-- Lock each player to the profile they first joined with. --> <property name="AllowSpawnNearFriend" value="2"/> <!-- V2.0+ - Let a new player spawn next to a friend instead of a random point. --> <property name="AllowSpawnNearBackpack" value="false"/> <!-- V2.0+ - Offer a respawn next to your dropped backpack. --> <property name="CameraRestrictionMode" value="0"/> <!-- V2.0+ - Which camera views players may use. --> <!-- Land claims --> <property name="LandClaimCount" value="3"/> <!-- Land claim blocks each player may place. --> <property name="LandClaimSize" value="41"/> <!-- Protected area per claim in blocks. Keep it odd so the block sits in the centre. --> <property name="LandClaimDeadZone" value="30"/> <!-- Minimum blocks between two claims owned by players who are not friends. --> <property name="LandClaimExpiryTime" value="7"/> <!-- Real days a claim stays protected after the owner was last online. --> <property name="LandClaimDecayMode" value="0"/> <!-- How claim protection weakens while the owner is offline. --> <property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- Block hardness multiplier inside a claim while the owner is online. 0 means indestructible. --> <property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- Same while the owner is offline. 0 means indestructible. --> <property name="LandClaimOfflineDelay" value="0"/> <!-- Minutes after logout before offline protection applies. --> <!-- Performance and advanced --> <property name="MaxSpawnedZombies" value="64"/> <!-- Server wide zombie cap. Too high starves the CPU and caps blood moon hordes. --> <property name="MaxSpawnedAnimals" value="50"/> <!-- Server wide animal cap. Animals are cheaper than zombies. --> <property name="ServerMaxAllowedViewDistance" value="12"/> <!-- Highest view distance a client may request. Lowering it is the cheapest RAM saving on a busy server. --> <property name="MaxQueuedMeshLayers" value="1000"/> <!-- Chunk mesh queue depth. Lower it if the server stutters while players spread out. --> <property name="DynamicMeshEnabled" value="true"/> <!-- Render player built structures at long range. --> <property name="DynamicMeshLandClaimOnly" value="true"/> <!-- Only build that long range mesh inside land claims. --> <property name="DynamicMeshLandClaimBuffer" value="3"/> <!-- Chunk radius around a claim included in the dynamic mesh. --> <property name="DynamicMeshMaxItemCache" value="3"/> <!-- How many mesh items are processed at once. --> <property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <!-- Map discovery cap per player. Each unit is 512 bytes of save data. --> <property name="MaxChunkAge" value="-1"/> <!-- In game days before an untouched chunk resets. -1 disables the reset. --> <property name="SaveDataLimit" value="-1"/> <!-- Save folder size cap in MB. -1 means no limit. --> <property name="TwitchServerPermission" value="90"/> <!-- Permission level needed to use Twitch integration on this server. --> <property name="TwitchBloodMoonAllowed" value="false"/> <!-- Allow Twitch viewer actions during a blood moon. --> </ServerSettings>
Stoppe den Server, lade die Datei per FTP als serverconfig.xml hoch und starte ihn wieder. Änderungen im laufenden Betrieb werden beim Herunterfahren überschrieben. Hat dein Hoster einen Config-Tab, kannst du einzelne Werte dort eintragen statt den Umweg über FTP zu gehen.
Wie serverconfig.xml heute funktioniert
serverconfig.xml ist die eine Datei, die ein 7 Days to Die Dedicated Server beim Start liest. Jede Einstellung ist eine Zeile in immer derselben Form: ein Property-Name und ein Wert. V3.0 hat verändert, was hineingehört. Die Gameplay-Regeln, die früher Dutzende einzelne Zeilen füllten (GameDifficulty, XPMultiplier, LootAbundance, BloodMoonFrequency, die Zombie-Geschwindigkeiten), sind verschwunden und stecken jetzt in einem einzigen SandboxCode. Alles andere blieb, wo es war.
Die Datei, die du hier baust, teilt sich deshalb in zwei Hälften. Das SandboxCode-Feld oben trägt das gesamte Gameplay-Regelwerk in einem Wert. Die Abschnitte darunter decken alles ab, was das Sandbox-Menü nie berührt hat: wer den Server findet, auf welchem Port er antwortet, wie viele Leute hineinpassen, ob EasyAntiCheat und Console Crossplay aktiv sind, welche Karte erzeugt wird und wie hart der Server arbeiten muss.
Zwei Dinge solltest du vor dem Hochladen wissen. Änderst du GameWorld oder GameName, startet der Server einen komplett neuen Spielstand, statt den alten zu übernehmen. Der alte bleibt einfach auf der Festplatte liegen. Und wenn du den Server mietest, übergibt der Hoster Port, Slotzahl und Passwörter meist auf der Kommandozeile, was die Datei überschreibt. Setze diese Werte im Control Panel, nicht hier, und nutze die Datei für alles Übrige.