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7 DAYS TO DIE V2 / V3

7 Days to Die Server Config Generator

Zbuduj kompletny plik serverconfig.xml prosto w przeglądarce. Ustaw nazwę serwera, porty, sloty, hasła, world generation, anti-cheat i crossplay, wklej swój SandboxCode z V3.0 dla zasad rozgrywki, a potem skopiuj lub pobierz plik. Wszystko działa lokalnie, bez zakładania konta.

SandboxCode (wszystkie zasady rozgrywki)

V3.0+

Od V3.0 wszystkie zasady rozgrywki siedzą w jednym kodzie: poziom trudności, XP, loot, częstotliwość Blood Moon, tempo zombie i jakieś 150 innych. Wklej kod, który już masz, albo zbuduj go w naszym generatorze SandboxCode i wróć z nim tutaj. "A" oznacza, że wszystko stoi na domyślnych wartościach.

Zbuduj SandboxCode

Kod poprawny. Wszystkie ustawienia rozgrywki są domyślne.

Zmienione od domyślnych: 0

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.

Sprawdź przed wgraniem

  • 7 Days to Die nie używa jednego portu. Gra zajmuje 6 kolejnych portów, od 26900 do 26905, na komunikację Steam, ruch gry przez LiteNetLib i rejestrację console crossplay. Wszystkie muszą być otwarte, inaczej gracze łączą się, a chwilę później wypada im timeout.
  • TelnetPassword jest puste, więc telnet nasłuchuje tylko na localhost. Konsola u twojego hosta dalej działa, ale żadne zewnętrzne narzędzie administracyjne się nie zaloguje.

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>

Zatrzymaj serwer, wgraj plik jako serverconfig.xml przez FTP i uruchom go ponownie. Zmiany podczas działania serwera zostaną nadpisane przy wyłączaniu. Jeśli twój host ma zakładkę Config, możesz wpisać pojedyncze wartości tam zamiast korzystać z FTP.

Jak serverconfig.xml działa dzisiaj

serverconfig.xml to jedyny plik, który dedykowany serwer 7 Days to Die czyta przy starcie. Każde ustawienie to jedna linia zawsze o tym samym kształcie: nazwa property i wartość. V3.0 zmieniło to, co do niego należy. Zasady rozgrywki, które wcześniej zajmowały dziesiątki osobnych linii (GameDifficulty, XPMultiplier, LootAbundance, BloodMoonFrequency, prędkości zombie), zniknęły i zostały zwinięte w jeden SandboxCode. Reszta została tam, gdzie była.

Plik, który tu budujesz, dzieli się więc na dwie części. Pole SandboxCode na górze niesie cały zestaw zasad rozgrywki w jednej wartości. Sekcje poniżej obejmują to, czego menu sandbox nigdy nie dotykało: kto znajdzie serwer, na jakim porcie odpowiada, ile osób się zmieści, czy EasyAntiCheat i console crossplay są włączone, jaką mapę wygeneruje i jak mocno serwer musi pracować.

Dwie rzeczy warto wiedzieć przed wgraniem. Zmiana GameWorld albo GameName zakłada zupełnie nowy zapis zamiast konwertować stary, który po prostu zostaje na dysku. A jeśli wynajmujesz serwer, host zwykle podaje port, liczbę slotów i hasła w linii poleceń, co nadpisuje plik. Ustaw je w panelu, nie tutaj, a pliku użyj do całej reszty.

Często zadawane pytania Znajdź odpowiedzi na najczęściej zadawane pytania dotyczące hostingu serwerów .

Masz więcej pytań?