7 Days to Mine [Alpha 4c]

Submitted by Nuparu00 on Mon, 07/07/2014 - 20:10
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You can watch the mod trailer here.


You can download this mod here on CurseForge.

DISCLAIMER: Due to gradlew errors in MCreator 1.6.6 that prevents MCreator from downloading all dependencies (most likely because of HTTP protocol issues) I had to move the MCreator generated files to Eclipse and manually export the mod from there. So while the code is basically almost the same as the MCreator generated one, this last update is not 100% MCreator generated! This aplies to all version of the mod since 4.0c!


7 Days to Mine is a Minecraft mod, based on 7 Days to Die by The Fun Pimps, that takes you to a post-apocalyptic world. You have to gather food, water, and resources, build and fortify your base and fight zombies.
You have to find a cure or else humanity will cease to exist.
Or maybe there is no way back.....



4 Years of 7 Days to Mine

Today, on the 3rd July, it is exactly 4 years since the first public release of this mod. And I am very happy to see how this mod changed, how the quality improved and how many people downloaded it.
You may have been concerned about if I am still working on this mod or if it is abandoned. 
Don't worry, I am still working on it and the Alpha 5 will come out at some point in future and some videos before the release too.




Getting Started

7 Days to Mine is a mod, that changes a big part of Minecraft. Actually, even basic things like getting wood are changed. When you spawn for the first time, you will get a Survival Guide, that will help you with first steps in the mod.


The guide will tell you to collect some small rocks, sticks and plant fiber.


These you can use for crafting a stone axe and stone shovel.


Now you can get wood from trees with a stone axe, with a bare hand it would take you ages to mine a single block.
When you have enough logs, you can craft planks from them.


Then you can turn planks into a crafting table.


You need a crafting table for being able to craft wooden frames for building your first base.


You can upgrade wooden frames using your stone axe.


You can craft and upgrade doors in a similar fashion.


Now, with your very first base, you are ready to scavenge the ruins of the world left behind people..... or not?



New Game Mechanics

Thirst & Stamina

The very first thing you can notice when you create a world is that there are 2 new bars.


The blue one represents your thirst, the purple one represents your stamina.
During the day you will slowly get thirsty. Thirst can be replenished by drinking water by hands (right click on water block), or by drinking water from bottles.
You lose gradually stamina when you are running or jumping. It can be replenished by drinking or by waiting for some time.

Drinkable Items

Drinkable items


Tool Quality

Practically every tool in the mod (excluding vanilla tools) has a new property - Quality.
Its value is set to an item when you craft it, and it is equal to your XP level (press P on your keyboard to check your score)
The quality of an item affects its mining speed and maximal durability
and can have any value from 1 upwards, and there are 5 quality tiers:



Recipe Books & Blueprints

When you create a new world, you don't have access to all crafting recipes. For being able use some recipes you have to read appropriate recipe book or blueprint first.
Some of them are really common - like "Forging Ahead" book, while others can be pretty rare - like Sniper Rifle Blueprint. The best place to find them is a bookstore.Bookstore

If you right click while holding the book in your hand, you will read it. After that, you will unlock the recipes that the book offers to you and at the same the book itself becomes unusable. If you try to right click with it again, it will open GUI, that displays all the recipes, that you have unlocked.




Yes, one of the very new features is electricity. With an electricity, you can make various creations.
First, you need to read the High Voltage recipe book.



You need 3 things - producer, conductor, and consumer.
A producer is actually the block, that will generate or store and send the electricity to connected blocks


Conductors can just flow the electricity (Energy Pole) or can have switches, that allows you to control the flow (Power Switch, Fuse Box).


Consumers are various machines, traps, lights and other things, that need an electricity to work properly.


For connecting two electrical devices you have to right click on them with a coil of wire in hand.




Every 7th night occurs a Bloodmoon. During this night the moon is bloody red, and so are eyes of zombies. At the same time, all zombies are more aggressive and they are coming in huge hordes to chase you. 




The new structure format allows generating many new structures in your world, including roads and cities!
Cities can differ in size, buildings, loot, and monsters and they are generated randomly along the roads.




So, what's new?

Alpha 4 version of 7 Days to Mine has been in development for more than 2 years as it is a whole rewrite of the mod, therefore this mod offers many new features, including:

  • Thirst
  • Stamina
  • Electricity
  • Bloodmoons
  • Zombies
  • Zombie AI
  • Minibikes & Bicycles
  • Cities
  • Sounds
  • Block damage and repairing


The 7 Days to Mine needs for running the latest version of Minecraft Forge for 1.8.9.
Therefore it is compatible with most Forge mods for Minecraft 1.8.9, that:

  • Don't change the Main Menu (You can toggle off this in the config file)
  • Don't change the players model or skin
  • Don't change the sky renderer (You can toggle off this in the config file)


A special case is for example shaders, that can run with this mod, but there is not any default support for bloodmoons. That's the reason why is in development special shader just for 7 Days to Mine. However due to a low priority is now available only edited version of Chocapic13's shader. You can find it here in CurseForge post.

Writing and reading files on your computer & internet communication

7 Days to Mine creates these folders in your Minecraft installation folder:

  • resources/audio
  • resources/camera
  • resources/prefabs
  • assets/7D2M
  • config/7days

These folders are created for storing game information (in-game photos, version information, block repairs, structures, etc...)

7 Days to Mine also uses the internet connection to check on the internet if you are using the most recent version. If you want, you can turn this feature off in the config file.


Special Thanks

  • Thanks to The Fun Pimps for creating the 7 Days to Die!
  • Thanks to Pylo for creating MCreator!
  • Thanks to my friends for their support!
  • Thanks to everybody who has supported me on YouTube, MinecraftForum or anywhere else while I was working on this mod.


Coming Next!

  • Weapon attachments
  • New vehicles
  • Radiation
  • Various diseases
  • Alcohol making
  • More details to city generations (street lamps, traffic lights, sidewalks, etc...)
  • Improved electricity (new energy sources, wires, etc...)
  • New structures
  • New guns
  • New recipes
  • Improved interactions with NPCs
  • Story mode
  • Separate skin system from the vanilla one
Latest supported Minecraft version
Release type
  • Fixed Wooden club recipe in the Survival guide GUI
  • Damage dealt to entities by weapons and tools with the quality modifier is affected by the quality value (Item with quality 500 has two times bigger damage than the same item with quality 0)
  • Skeletons can not start to bleed anymore
  • Fixed some minor bugs (like the error message in the main menu)
  • Removed some debug messages
  • Cleaned the code a bit

You put it in your mods folder in .minecraft

Electricity? Wow... This mod is one of the best mod ever made with Mcreator (I can't say the best only because I don't know all MCreator mods...)

Submitted by Pllatinum on Tue, 08/08/2017 - 15:48

Nice Job!!! This mod really brings out your creativity! Your textures are Absolutely Amazing!

Submitted by Redix on Wed, 08/16/2017 - 16:58

Did I Live Under A Rock?!?!?!??!

Submitted by BearDen on Thu, 10/05/2017 - 00:16

what u use for making structures

Submitted by BearDen on Fri, 10/06/2017 - 00:07

if there are how did you make chests with items in them spawn in the buildings

Submitted by Nuparu00 on Fri, 10/06/2017 - 12:44

Every block is in the file written in format [relative_X] [relative_Y] [relative_z] [block] [metadata] [TileEntity_Data] [Loot_Table]. In my loader, when I generate the block I check if there is any loot table written, and if so, it searches for it in a list and generates a random content based on it.

Submitted by the sloth on Fri, 10/06/2017 - 22:24

How did you get the structures so big?

@#42 Because of usage of a custom structure (or how I call it - prefab) system practically the only limit is a power of the computer that it runs on. And the size of the prefabs doesn't go even near the estimated limit.
Actually, for the very same effect, you do not even need to make a custom loader. All you have to do is split the method that generates the structure, so no one method is bigger than +- 64KB.
The main reason why did I choose to create custom loader is actually an ability to store more data, like TileEntity.