[7 Days to Mine]

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[7 Days to Mine]

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7 Days to mine is a large zombie apocalypse mod, based on the 7 Days to Die game by The Fun Pimps. Survive in a world full of ruins, abandoned cities, and zombies.

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About

Project Details

Type
Mod
License
MIT License
Latest Version
sevendaystomine-1.12.2-1.0.3.2.jar
Authors
CurseForge
Modrinth

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Description

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7 Days to Mine is a large zombie apocalypse mod, based on the 7 Days to Die game by The Fun Pimps. Survive in a world full of ruins, abandoned cities, and zombies. Build bases to protect you from the hordes, utilize old technology, fix vehicles, or die.

Compatibility

The mod uses a custom main menu, sky, cloud and player renderers, and GLSL shaders, which might cause issues with other mods doing the same things. If you happen to want to use any of such mods, it is recommended to turn these features of 7 Days to Mine off in the config file (.minecraft/config/sevendaystomine.cfg).

The custom first-person gun rendering does not work properly when the Replay Mod is used.

Otherwise, the mod should be Compatible™ with most mods. There is built-in compatibility with JEI (recipes for the custom "stations" as well some bits of information).

With shaders, you have about a 50/50 chance they work. The most common issue with them is the rendering of the in-game CCTV cameras. Keep in my, that almost all shaders require that you set "customSky" in the config file to false.

Using "Bukkit-Forge" hybrids (such as Magma, CatServer) causes certain player data (thirst, infection) to not be reset. Therefore it is recommended to either not use these, or to use the /hydrate and /cure commands when a player respawns.

While the structure generation should be compatible with all mods, it is recommended to use the "Default (7D2M)" world type when possible (in server.properties use SEVENDAYS). You can also use the harder world type "Wasteland (7D2M)" (in server.properties use WASTELAND). The default Vanilla world-type was renamed to "Default (Vanilla)". Keep in mind that if you use the Vanilla world-type, vanilla villages will be generated, which are not really meant to be used with the mod.

Because of how performance-intensive the world generation can be, you might want to consider using some sort of a world pregenerator mod. If you use some of the older 1.12.2 versions (pre 1.12.2-1.0.3.0), you might be interested in the community-made DTM Integrations and [7 Days To Fix].

Special thanks to...

  • princepat711 for many textures
  • tild09 for many textures
  • Krapsy for textures
  • Crazy_Jky for Chinese localization
  • Nep Games for Russian localization
  • Nykrdaudr for a lot of testing and many ideas
  • The Fun Pimps for making 7 Days to Die
  • Pylo for making MCreator, that made the original mod possible
  • everyone who participated in the pre-release testing or supported me on YouTube

Discord-Logo-Wordmark-Color-2.png 

 

Logo

7 Days to Mine is a large zombie apocalypse mod, based on the 7 Days to Die game by The Fun Pimps. Survive in a world full of ruins, abandoned cities, and zombies. Build bases to protect you from the hordes, utilize old technology, fix vehicles, or die.

Compability

The mod uses a custom main menu, sky, cloud and player renderers, and GLSL shaders, which might cause issues with other mods doing the same things. If you happen to want to use any of such mods, it is recommended to turn these features of 7 Days to Mine off in the config file (.minecraft/config/sevendaystomine.cfg).

The custom first-person gun rendering does not work properly when the Replay Mod is used.

Otherwise, the mod should be Compatible™ with most mods. There is built-in compatibility with JEI (recipes for the custom "stations" as well some bits of information).

With shaders, you have about a 50/50 chance they work. The most common issue with them is the rendering of the in-game CCTV cameras. Keep in my, that almost all shaders require that you set "customSky" in the config file to false.

Using "Bukkit-Forge" hybrids (such as Magma, CatServer) causes certain player data (thirst, infection) to not be reset. Therefore it is recommended to either not use these, or to use the /hydrate and /cure commands when a player respawns.

While the structure generation should be compatible with all mods, it is recommended to use the "Default (7D2M)" world type when possible (in server.properties use SEVENDAYS). You can also use the harder world type "Wasteland (7D2M)" (in server.properties use WASTELAND). The default Vanilla world-type was renamed to "Default (Vanilla)". Keep in mind that if you use the Vanilla world-type, vanilla villages will be generated, which are not really meant to be used with the mod.

Because of how performance-intensive the world generation can be, you might want to consider using some sort of a world pregenerator mod.

Special thanks to...

  • princepat711 for many textures
  • tild09 for many textures
  • Krapsy for textures
  • Crazy_Jky for Chinese localization
  • Nep Games for Russian localization
  • Nykrdaudr for a lot of testing and many ideas
  • The Fun Pimps for making 7 Days to Die
  • Pylo for making MCreator, that made the original mod possible
  • everyone who participated in the pre-release testing or supported me on YouTube

Screenshots

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  • Bloodmoon
    Bloodmoon
  • Wasteland
    Wasteland
  • City 2
    City 2
  • City
    City

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~420,000
Total Downloads
CurseForge
~400,000
Modrinth
~16,000
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CurseForge
Modrinth
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