District Zero

7 days to die district zero, 7 days to die overhaul mods

Introduction

In a dystopian world ravaged by zombies, robots were deployed with strict orders to eliminate any signs of life to try and contain the outbreak. As a result, many remaining survivors that had not been infected were wiped out and the animals that once roamed the grasslands became extinct. The year is now 2034 and the zombie outbreak still rages across the wastelands fuelled by a mysterious glow that keeps the undead alive. Inspired by sci-fi games such as Generation Zero, Prey and Detroit: Become Human.

Features

  • Added robot types: androids, cyborgs, mechs, droids, drones and animals
  • Updated trader characters with a sci-fi look
  • Reworked skill tree into 6 specialized perk trees plus a general tree
  • Added a radiation danger system to replace the infection system
  • Many new sci-fi guns, melee weapons and tools with multiple progression tiers
  • Harvesting crops leaves the seed behind, similar to previous alphas
  • Plants can be grown in farm plots or directly in the ground using the Farming Multitool
  • Reintroduced empty glass jars, fillable at water sources
  • New workstations added: Blast Furnace, Fabricator and Auto Miner
  • Added Cobalt as a high-tier resource, found in the wasteland
  • Added Charcoal, used for crafting flare rounds
  • Overhauled forest biome: new trees, rocks, stumps, logs, sticks and branches
  • Updated snow biome: new trees
  • Added many new sci-fi vehicles on roads
  • Removed trader protection and invisible walls
  • Land claim blocks placeable at traders in single-player
  • Traders always open for easier questing
  • Added new driveable sci-fi vehicles, including land and air vehicles
  • Overhauled HUD with a sci-fi look
  • Backpack increased to 96 slots and crafting queue to 10 slots
  • POI doors can be lockpicked
  • Many decorative blocks can be picked up and moved for base decoration
  • Storage containers and other blocks such as doors can be picked up and relocated for convenience

Contributors

  • Scrubo – POI Builder
  • Spiderbait25 – POI Builder

Credits

  • Custom Particle Loader – by closer_ex
  • MPLogue’s A21 Prefabs – by MPLogue
  • OCB Claim Auto Repair Block – by ocbMaurice

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Changelog

2.1.2 Stable

Added

  • Clay and crushed sand bundle recipes
  • The Exterminator mod, extra damage to droids and mechs (replaces the hunter mod)
  • An egg recipe for the fabricator

Changed

  • Reduced the fuel cost of auto miner recipes
  • Auto miner now crafts stacks of resources

DOWNLOAD (2,4 GB)

If you appreciate Zilox’s work and you want to show support, use this donate link.

If you need help, you can use this support link.

Credits: Zilox

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107 thoughts on “District Zero

  1. Howdy

    so a small thing, but I would like to offer some suggestions on fluff/refluffing some stuff you have already?

    its a tad odd that a plasma weapon is considered weaker than a simple laser one, considering the tech differential is pretty massive–

    and fusion is *reaction* rather than a substance.

    a reflavoring for those tiers could be gauss/rail for the first scifi tier, laser, and then plasma?

    also using *cobalt* as a mcguffin material for high tier crafting works well enough, but consider giving it an isomer title; cobalt-65 for instance. you could also simply lean into the *alien world* concept and go with a novel element– calling it unobtanium, or teslatite, xenoferrite, azurium or something in that vein.

    I really do enjoy the *concept* of this pack– swapping for robots really could do some interesting things. hoping that there will be a POI pack included in the future to add in scifi infrastructure to the world. also more enemies that *fire back* will be interesting to deal with. I know 7 days AI is something **rough** for NPC enemies that arent brainmunchers.

    good luck on the project, and thanks for all the current hard work 🙂

    1. Hey, thanks for your feedback. I’m doing a lot of refining for the next update and some of the things you mentioned are being worked on already. I’ll take your other suggestions into consideration 🙂

  2. how can i put the updates? i must download again? and we need to make new world?

  3. 상인이 어디있나요 찾지를 못하고있어요. 지도에도 어디에도 표시 안되어있습니다.

  4. Is there a way to use the deco pickup in this mod. as it lets you hold e to pick up. so you dont keep picking stuff up in error.

  5. Love the older version of this mod. Is it possible to play an older version or is it possible to remove/edit out the zombies from this mod? No idea why zombies are in there. I thought the story was that the machines wiped everything out. I mean if I wanted zombies I’d just play vanilla.

    In my opinion adding zombies to this mod makes it less unique and less enjoyable. I wish I’d kept the older version.

  6. Unable to pick up items like spotlights, it lets me change the colour and turn on. But no option to pickup.
    Also are othe mods compatible with this.

    1. To pickup lights you will need a land claim block. No other mods are officially compatible, so I wouldn’t recommend using them.

  7. one bug ive noticed is the combat dogs dont damage the zombies though it will fight them with no resistance from the zombies.

  8. I really want to play this mod, but sadly there are no traders present after an advanced new world generated (using experimental version of the mod). I used mod launcher and then tried direct download. Verified game files. Nothing helped. I invested over 4 hours in research, reloading, recreating a world, reading posts and re-downloading, but most of the time I scouted the map to find a trader – that was before I realised others had the same problem. As the mod is rather popular, I get the feeling many others do NOT have those issues with traders. What am I missing? Any hint would be much appreciated. I am running version 21.2 (b37)of the game, as stated as requirement for this mod.

  9. Незнаю у каво как, но у меня нет торговцев. Eac отключен. И версии мода разные пробывал ни фи га.

    1. If you are not seeing traders that means you have the wrong version of the base game. V2 of the mod requires A21.2 at the moment.

  10. Are there any plans to break this mod into parts? I

    like the concept of the droids and mechs but i would like to “mix” them in with my regular game because zombies are sorta the point.

    Still, the droids being the own independant entity would be great and if they were coded, if zombies got too close, to “deal” with them would be cool. The idea of “guardians” left to their own devices who didn’t really like survivors or zombies would make them a GREAT element of immersion. Give the bigger mechs more range on their sensors and they could just gun something even if it was in a building if it detected movement.

    Also, the A21 recreation of the “Z2” hud would be GREAT as a lone mod.

    The weapons and stuff they’re made from would be great to mix into regular game play.

    The more immersive the better.

    1. There are no plans to break it into standalone mods, but there is a new update with a lot of the features you have mentioned.

  11. Our server ran this one for a season. It went off quite well. Keep working on this mod!

    Angels of the Apocalypse

  12. Tried this mod and it was great at first. The Farming tool that allows you to plant in the ground is insane. You can only find it via looting (reward for T2 quests done Farm Bundle) and when you try to use it there is nothing that tells you how to do it. Then the auto miners. Great idea until they start disappearing. Had 2 and one disappeared. Moved the remaining one to an open spot and added a few more. Had a total of 6. 4 disappeared so mod was dumped. It’s a fun mod with the robots and all but don’t expect much help in the Discord either. I saw some of those posts and it’s amazing how the developer RARELY answers anything. So just… play at your own risk.

  13. I enjoyed this mod, but I wish the progression was a little slower. I had max level weapons much quicker than I would have liked.

    I wish there was a Sirenbot or something that TRULY functioned like a screamer as well.

    Otherwise I had a great time.

  14. For running this mod you will need:
    SMX core, HUD and ZMXuiCPTFS (<- or you get forge XUI error).
    Trying this mod with friends … so far it is fun 🙂

  15. Hey Zilox! I was just wondering, is there a way for you to integrate a guild type system in this mod? The current party system is not very good. Or will the party mods that are out there work with this content?

    Keep up the good work man! Really enjoying this one!

    1. It is the same as a gyrocopter, except you need to tilt forward with C and Space bar to go forward. The controls are going to be reworked in a future update.

  16. So Earth is not a ball, never was. Lose the ridiculous ball earth load screen, and I’ll give this overhaul Mod a try (or can I remove it). I was also wondering if all my other Mods will work, and do I have to start a New Game ?

    1. Space is three dimensional, so our planet is three dimensional. The land has an observable curve all across the surface, provable with laser measurement across any point along the surface. From space, even ignoring how planets are formed across eons, we are sandwiched between the titan forces of the Sun and influenced by Jupiter and Venus’ gravity, where a perfect circle cannot exist as long as we have shown the earth to have existed. We are an oblate ellipsoid because that is the only way orbit and gravity across eons is possible. Any other way and Luna would have crashed into the earth millennia ago. If we cannot agree on truth, we can reason what is not true and arrive at truth.

      1. No observable curve at all. I was in the US Navy pal, you’re brainwashed because the UN Countries have all the same template of propaganda. When You want to wake up, I’m mulder2400 online, YouTube, BitChute, and Internet Archives. All you need to know about our level world is there or at links. Take your time as Earth isn’t going anywhere, neither are you.

        1. Congrats, you’ve made me wish this site had a laugh react option. Have you considered working as a comedian?

        2. Get a grip dude, the earth is a sphere. It’s been proven time and time again. The only propaganda being spit here is yours. Stolen Valor isn’t cool either (also illegal) so quit pretending to be military.

  17. Hello friend, is it not possible to make your mod compatible with Esay anti cheat? It doesn’t matter if the particles are sacrificed, what matters are the weapons and the enemies.

  18. Ok, so I have had this mod installed for about 2 weeks now and it is so much fun!! Having over 800hrs played with 7 days, this mods is a breath of fresh air and feels like a whole new game. I absolutely love love love that you can pick almost every decoration up <3<3<3 it adds for so many customizations for your base and makes it more like an Easter egg hunt to find deco pieces. And I can literally make my base IN the trader pffffft, sup trader Luna, how you doiiin? The only thing I could ask for with this mod would be adding in some futuristic POIs. Some examples: advanced reactor, advanced military base, hovercar factory and anything else you can think of. That would add so much more to the robotic takeover feel. Even without this mod is awesome, 100% recommend trying it out

    1. Thanks, I am glad you are enjoying it. I’m working on getting some custom POIs made for the mod with the help of some poi creators but I’m not sure when they will be added, but it’s in the works.

  19. I thought of an item that would be interesting.. probably wouldn’t be able to do it but I thought about it.. at type of generator or box you can install in a house that you can charge to power the lights of a POI instead of having to charge them individually.

    1. I do like this idea, and it’s definitely possible. Some kind of wireless recharge box I would say. If you want to make suggestions I’d recommend joining the discord and putting it in the suggestions channel there as it’s most likely to get considered there, else I will probably forget about it.

  20. When I started new rev of game 1.2.3 all my perks, books, skills are gone. Everything needs to be redone again. I have to read all books one more time.
    My character’s level is 1 again. What is going on?

  21. I am really, really digging this conversion. My only issue, which is a small one, is how often you need to recharge lights. The cost is a nothing, but having to go around my base and recharge things every couple hours gets annoying. My question to Zilox would be: is there a way to fully charge something from 0 to 15 without having to click through the recharge 5 times per light and/or is there a place in the xml configs where I can extend the burn time between charges. Thanks 🙂

  22. When I try and play this I get a mess of error codes regarding vectors also when I do the quest I get no traders as an objective. Not sure what I am doing wrong I have zero addons right now

  23. Good day love your work but I have a very strange bug traders are duplicated there are two standing in the same spot and and all I get are buried loot quests do i have to reload the mod or is this a bug tried to report it on discord put couldn’t get it to work

  24. Ive been having an issue since A21.1 stable came out where all my trader jobs are buried supplies and I cant progress past tier 3. I’ve started a new world and still haven’t had any luck. Any help would be appreciated!

    1. Hi had the same problem deleted the mod redowned the new one installed and bang fixed the problem see if that well help you and you don’t have to start a new world hope this helps you

    2. I had the same problem except I never got to tier 3 yet, but, I went to their Discord and downloaded the 1,2,2 Stable version and it fixed the Only Buried Supply Quests

  25. First off love that the mod adds a new spin on the game it has some rough edges but no complaints about the gameplay but one. I have tried generating maps and every time there’s an error that shows up with the experimental version that doesn’t spawn any traders. Is this a glitch or just with the experimental I am about to install the regular version to see if this fixes this issue.

    1. I have had the same issue on the stable mod…gives several errors when loading and then no traders found on generated maps or on the maps within the game.

      1. Im having the same issue, made a new random world, No Traders. Below are the error it show repeatedly.

        The error: ERR Loading prefabs xml file for level ‘New Locizu Valley’: Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)

        The error: EXC Method not found: Vector3i .Vector3i,op_Division(Vector3i,int)

  26. Love the mod so far. Thank you for all the hard work.
    One issue that seems kind of extreme is the amount of fuel it takes to fill up the tank. I recently built a mini bike and took almost 2,000 fuel to fill up. That seems been excessive and unsustainable. Not sure if it was intentional or not.
    One thing that I would love to see added is having the storage crates broadcast. I believe this is done in undead legacy.

    Thank you again 🤘😎🤘
    Ranjer

  27. CAN SOMEONE HELP ME SOLVE THE CLICKING NOISE LIKE A EMPTY GUN WHEN IM IN THE WASTELAND I WANT TO LIVE THERE AND ITS DRIVING ME NUTS

  28. Если хотите русскую версию, скачайте с моего яндекс диска файл, все названия перевёл на русский. Просто в моде замените файл с таким же названием в папке Config. Ссылка: https://disk.yandex.ru/d/clNODzN8F5gjXQ

    1. Robotic animals have been suggested many times, and are already planned 🙂 if you want to know more I suggest you join the discord.

  29. Absolutely love this mod, I’m now 21 days into it but have turned off Blood moon because of a few minors things such as being focused by shooting drones through solid block walls.

    The mod so far is fantastic, the best overhaul mod I have played honestly! I had to pump it up to Insane nightmare as they felt a bit easy, but that helped the game a lot for me!

    The new weapons look great, but balance wise I am not sure where they are supposed to be? Like i can see their tiers in creative and they just feel like downgrades of the vanilla t3 weapons?

    1. Weapons have been balanced for the V1.1.0 update. They fall in the same tiers as vanilla but are better in terms of damage, the ammo is more expensive to craft though, so using both vanilla and energy weapons is best.

  30. Love the mod pack

    One small Issue the hydro organic fabricator seems to crashing games
    (red line = index was out of the bounds of the array)

  31. hey, really love the mod, but we have had one prob with the meat generator thing crashing someones ui, errors in console. and Radiation, i didnt notice it till i got the acute radiation poisonings, and the pills dont seem to be getting rid of the debuff, its been about 30 mins. ill try eating more pills.

  32. Hi there! Can this be used for A20, or if not – is it learning by reading or doing? My husband and I said we would never go back, but this looks INCREDIBLE, and he loves anything space related.

    Also – do you have a Discord? 🙂

    Many many thanks – absolutely stunning work !!

  33. Love this concept, really a great game changer, do you know if you can run this Mod on any map or even like an New York Undead map?

  34. Absolutely Brilliant!

    However, is there a way to change the water system to the new way that A21 does it? Adding water jars means you effectively have infinite water from day 1 and I vastly prefer the new system.

      1. Technically I could, but it appears the glue recipe has been reverted as well and requires murky water. Dew Collectors give clean water, so it would greatly skew Glue production. I’d basically be forced to use the jars anyway for glue.

        I’ll come up with something I suppose. It will be worth the effort in order to play the mod, it’s super cool.

        1. Tbh, my problem is rather the “bones” part of the glue recipe. Since there are no animals, bones have become a relatively scarce commodity in this overhaul mod. And I think, over the years and countless 7D2D playthroughs, I have found supercorn maybe twice. So the supercorn-based glue recipe does not really “save the day”.

  35. So, I like to use “7D2D Launcher” by SphereII and thanks for publishing your overhaul there as well!
    There is a problem with that though, because Launcher uses full git clone for syncing mod down to my system, and that includes .git folder (git’s “blob”).
    You must have tons of deleted files in git’s history, because I am looking at ~15 GB copied already and it is just “624 out of 1061 files copied” ATM.
    I believe that the mod itself is only 2.6 GB large, so those other 13 GB plus is just a waste.
    Please find a way to purge deleted files from history, or just copy your new mod to a new repo for distribution like that.
    But no matter the tidbits, thanks for a great work that you are doing!

  36. porque me sale este error? es la segunda vez que descargo el mod, que sucede? dice estar vacio, error de compresion etc. el mod funciona o no…?
    [Window Title]
    Error de Compresión de carpetas (en zip)

    [Content]
    Windows no puede abrir la carpeta.

    La carpeta comprimida (en zip) ‘C:\Users\Compass\OneDrive\Desktop\DistrictZero (1).zip’ no es válida.

    [Aceptar]

    1. you need to right-click on the zip and unzip the file. then add the file in to the mods folder were 7 days is installed.

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