In Stronghold 2.0 apartments and market stalls are now one over the other. The apartment is below and the market is above.
Season 6 introduces a fresh world, new progression goals tied to Stronghold, and new transportation and vehicle options to help survivors explore it.
Project Z isn't ready, so we're running a much more vanilla experience for Season 6. We'll get back to Project Z when it's more mature on 3.0.
...and much more! See the Sandbox Options in game (a new button in the ESC menu) or browse a summary on the Refuge Sandbox Marketplace.
Season 6 evolves the starter experience with a new intro note and a questline that continues on from vanilla's White River quest to lead you to Stronghold and then teach you about the new AEC International Market mod.
We have plans to overhaul the unlocks for trader teleports, but haven't done it yet. For now, I will unlock portals when it seems like the player base has established a presence in each biome.
When you have a working base in a biome and would like to have the teleport opened from Stronghold to the closest trader to your base, reach out to me and I'll review it.
We're only going to do one teleporter per biome until all biomes are unlocked. Then we'll do one bonus teleporter.
In Season 6 you can now claim higher tier POIs in later biomes!
| Biome | Max Claimable Tier |
|---|---|
| Pine Forest | T0 |
| Burnt Forest | T1 |
| Desert | T2 |
| Snow | T3 |
| Wasteland | T3 |
Reminder that you can tell the tier of a POI by the number of red skulls (the orange skulls are the bimoe difficulty).
Season 6 ditches the ServerSide Vehicles mod in favor of the new AEC Vehicles mod. AEC Vehicles adds 100+ craftable vehicles to choose from.
You can also deconstruct each vehicle, via a crafting recipe, into "pieces" that can be use to craft other vehicles. That's in case you want to switch vehicles.
| Morning | Mid-day | Evening | Resets? | Note | |
|---|---|---|---|---|---|
| Server Maintenance | 3 AM (convert) | noon (convert) | 7 PM (convert) | Yes | |
| Blood Rain | 4 AM (convert) | 1 PM (convert) | 8 PM (convert) | No | Will not trigger before game day 7 |
| Server Restart | 4:50 AM (convert) | 1:50 PM (convert) | 8:50 PM (convert) | No |
All times Eastern. Click convert to see the time in your local time.
In a very real sense, the whole world is a reset region. Every maintenance (first row in the schedule) we run the rr command with no arguments, which will reset all chunks in the entire world that aren't protected.
Protected areas are:
Anything left outside of the protected areas may be lost. Admins will not restore lost items or builds.
Also note that the protection area is larger than the claim and hard to precisely determine. So if you want something you to be reset, e.g. a mining node, don't do it close to a protected area. 50 m is a safe distance.
Any vehicles, drones, and robotic turrets (not the turrets/traps you wire up to electricity) anywhere will be lost. Admins will not restore lost entities or their contents.
Chat commands are typed directly into chat and start with a slash (/).
| Command | Description |
|---|---|
/rules |
Open this page in your browser. |
/guide |
Open this page in your browser. |
/discord |
Join the Stronghold Discord. |
/stronghold or /sh |
Teleport to Stronghold. Unlocked with The Ferryman. |
/horde |
Teleport to the community horde base. |
/bed |
Teleport to your active bedroll. |
/claims |
See how many landclaims you have available. You start with 2 and get one more for each biome challenge group you complete. |
/resetme |
Reset your player à la permadeath. Everything except what's placed in the world or in storage in the world will be reset. |
Our worlds feature custom, community-made prefabs designed to make the environment feel unique and lived-in.
A staple of the server since Season 4, the Stronghold serves as a central hub for all survivors. It features:
Designed as a starter fortification, the horde base allows new players to survive the Blood Moon while they get their own operations "spun up."
All community prefabs are built using the 7 Days to Die Prefab Editor. To contribute, please follow the guidelines below.
.zip archive in #city-hall containing the required files: .blocks.nim, .ins, .ttl, and .xml.Updates to the main Stronghold are handled via Admin-led build events. Watch for announcements to join a multi-player editor session and help us build the next iteration together.
We look for a new community horde base every season. Successful designs usually meet these criteria:
We are always looking for "flavor" prefabs to scatter throughout the world. We are especially interested in:
However, the Wasteland (and to a certain extent the Snow) are meant to be the ultimate challenge, so we will consider how a prefab fits in that vision when evaluating whether and where to include it. It wouldn't be appropriate, for example, to spawn a copy of the beginner community horde base from the Pine Forest in the Wasteland.
We've moved off of Takaro and onto RefugeBot. We find RefugeBot a lot easer to work with, both for players and for admins. We hope you agree!
However, the integration is still a bit rough. So please excuse us and when you see something, file a ticket in City Hall.
You should still be able to:
/vote and /dailyWith the StrongBoxes mod, these should all lock by default when you place them.
Yes, it's true. While you can't directly damage another player, you can damage or even kill them via indirect methods: push them off a cliff, shoot the vehicle they are on, AoE them with explosives, or burn them with fire. Accidents happen, but killing another player is a bannable offense.
The tier of a POI is the number of red skulls displayed when you enter the POI.
The orange skulls do not count. The tier of the quest your on is related but not the same thing. For example, you can be on a T6 quest, but there are no T6 POIs. All T6 quests are infested and send you to a T5 POI.
A T0 POI is a POI without any red skulls.
The following is a list of all the mods we're using.
| Mod Name | Description |
|---|---|
| AEC International Market | Introduces a cryptocurrency mining ecosystem with 77 unique coins, battery system, an online international market for in-game purchases and delivery by airdrops. |
| AEC Vehicles | 100+ new craftable vehicles! |
| AGF BackpackPlus 119 Slots | Expands inventory to 119 slots with AGF-style backpack UI updates. |
| AGF Craft Sewing Kits | Unlocks a workbench sewing kit recipe after reading Wasteland Treasures 6. |
| AGF HUDPlus | Comprehensive HUD overhaul with cleaner stats, wider compass, and cleaner menus. |
| AGF Master Tool | Endgame multi-role tool combining auger, chainsaw, knife, wrench, and nailgun behind a late-game unlock quest. |
| AGF Pickup Lanterns Plus | Lanterns, flashlights, burning barrels, and jack-o-lanterns are all pickupable. |
| AGF Purple Book | Adds a Purple Book button for a tabbed progression reference covering magazines, books, schematics, and armor details. |
| AGF Removes Entering Popups | Removes the Entering Area popup text from the HUD. |
| AGF Scrap Batteries for Acid | Scrap a battery and get acid, instead of lead. |
| AGF Weekday | Adds the weekday name next to the in-game day number on the HUD. |
| ANZ_elevador_quantico | Adiciona paineis de elevador quantico com teleporte vertical entre andares. Atualizado para 7DTD 3.0. |
| Asylum Robotic Inbox | A special container that automatically sorts and distributes items to other nearby storage containers. |
| August Lawn Mower | Adds the lawn mower back into the game. |
| AuthZ | Server-side authorization tool meant to catch griefing. |
| Auto-collect Loot | Sends loot bags directly to players instead of dropping them on the ground. |
| Blood Rain | Triggers blood moons based on real-life time for player convenience. |
| Bountiful Quests | Allows players to accept multiple quests from a trader and reset the offered quest list at any time. |
| Campfires in the Wild | Replaces collapsed campfires with working campfires depending on sandbox options. |
| CustomChatCommands | Add custom chat commands using XML config only. |
| Dynamic Feral Sense | Allows feral sense to be set on a per-biome basis rather than globally. |
| Dynamic Land Claim Count | Allows the land claim count to be set on a per-player basis rather than globally. |
| FNS Perk Rehab | Balanced improvements for several under-loved perks. |
| Hades | Contains the Hades world, prefabs, and related configurations. |
| Khaine's 12-slot Crafting Queue | Changes the player's crafting queue from 4 slots to 12 slots. |
| Khaine's 3-slot Forge Input | Changes the forge to 3 slots for smelting. |
| Khaines Zombie Reach Adjustment | Reduces zombie reach so they aren't slapping you outside of spear range. |
| LittleRedSonja Ammunition Recycling | Allows you to recover 80% of the materials from unwanted ammunition. |
| LittleRedSonja Fancy Home Deco | Nice decorations for your base. |
| LittleRedSonja Tier 2 into Tier 3 Weapons | Versions of T2 weapons as powerful as their T3 equivalents and with some original touches. |
| PlayerSpawnedTraders | Placeable traders. |
| Poot Pavillion | Adds a craftable toilet that generates Tinkle and Dookie over time. |
| RefugeBot - Refuge Gaming Server Companion | In-process server bot: economy, shop, teleports, donor tiers, Discord webhooks, announcements, land claims. |
| StrongFill | Fill gaps between your builds and the surrounding terrain. Just craft and place on the adjacent terrain block. |
| Stronghold Tweaks | Stronghold-specific game tweaks. |
| StrongHorns | Horns open trader doors. |
| StrongLocks | All lockables default to locked when placed, including doors, vehicles, and crates. |
| StrongMining | Terrain blocks that regenerate themselves when broken. |
| StrongUtils | A grab-bag of modding and administration tools. |
| WalkerSim2 | Roaming zombies simulation mod. |