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hordeforge

HordeForge

🧟‍♂️ HordeForge

High-Performance Systems Engineering, Engine Infrastructure, & Zero-Overhead Tooling for 7 Days to Die

Target Game Runtime Target Tickrate License


📌 Overview

HordeForge is an open-source engineering collective dedicated to pushing the performance, stability, and scale limits of 7 Days to Die dedicated servers.

Our suite spans low-level Mono/IL reverse engineering, a zero-allocation native server rewrite in Zig, adaptive C# runtime overload governors, continuous eBPF/GC telemetry, synthetic 100+ client protocol load generators, neural combat bots, 1:1 GIS planetary terrain streaming, and server-side behavioral anti-cheat.


🛠️ Repository Ecosystem (Hybrid Lore + Descriptive Suite)

🚀 Servers & Engine Runtimes

Hybrid Product Name Repository URL Internal Mods/ Folder Tech Stack Role & Description
⚡ BloodWire
(ZDTD Engine)
hordeforge/zdtd-server (Native Server) Zig ZDTD — Zeven Days to Die: A zero-allocation, high-throughput dedicated server written from scratch in Zig targeting the stock client wire protocol.
🔥 Crucible
(EfficientServer)
hordeforge/7dtd-server-optimizer 0_HordeForge_Crucible C# (.NET 4.8) HordeForge EfficientServer: Adaptive overload governor, AI LOD throttling, and runtime Harmony performance patches for stock Mono dedicated servers.
🌍 Pangea
(RealEarth)
hordeforge/7dtd-realearth HordeForge_Pangea C# / Python GIS RealEarth: 1:1 scale Earth terrain engine for 7DTD featuring offline tile packing, longitude wrap, and dynamic tile streaming.

📊 Observability & Testing Infrastructure

Hybrid Product Name Repository URL Internal Mods/ Folder Tech Stack Role & Description
☣️ Geiger
(Server APM)
hordeforge/7dtd-server-apm HordeForge_Geiger C# / Python / SQLite HordeForge Server APM: Performance monitoring, eBPF kernel profiling, eGC freeze detection, and automated regression gating (EfficientTelemetry).
😱 Screamer
(LoadGen)
hordeforge/7dtd-loadgen (CLI Tool) C# (.NET 8.0) HordeForge LoadGen: Headless LiteNetLib synthetic protocol client generator for high-concurrency 100+ bot server stress testing.
🛡️ Vanguard
(Playtest Runner)
hordeforge/7dtd-playtest (Python Test Runner) Python 3.13 / C# Vanguard: End-to-end automated scenario test suite driving stock 7DTD clients to verify server state and fidelity. Suites are declarative JSON (what runs, where, which world, which mods); the C# catalog owns how each case drives and asserts.
⚡ Hotwire
(FastConnect)
hordeforge/7dtd-fastconnect HordeForge_Hotwire C# HordeForge FastConnect: Client utility for direct-IP joining, EULA/intro boot skipping, and headless client test launching.
🏠 Safehouse
(Lab Isolation)
hordeforge/7dtd-sandbox (CLI / Docker) Shell / Python Safehouse: Steam-free client and dedicated-server instance isolation for every harness. The sb CLI owns the game bases, per-instance game trees and port blocks, serverconfig and admin rendering, mod staging, bring-up and teardown. Nothing above it execs a dedicated server.
👁️ Deadeye
(Vision Review)
hordeforge/7dtd-vision-review (CLI Tool) Python 3.11+ HordeForge Deadeye: Shared vision-model review gateway that submits a clip plus the author's recorded intent to a vision-capable model and returns structured, advisory feedback for the asset pipeline and playtest suites.

🛡️ Security, AI, & Infrastructure

Hybrid Product Name Repository URL Internal Mods/ Folder Tech Stack Role & Description
🛡️ Landclaim
(ServerGuard)
hordeforge/7dtd-server-guard HordeForge_Landclaim C# (.NET 4.8) HordeForge ServerGuard: Server-side behavioral anti-cheat, inventory conservation enforcement, and state transition validation.
🤖 Clanker
(FPS Bots Mod)
hordeforge/7dtd-fps-bots HordeForge_Clanker C# / TS / Python Clanker FPS Bots: Dedicated FPS combat bots with realistic movement heuristics, GA-trained neural decision brains, and Web UI.
🏰 Outpost
(Server Container)
hordeforge/7dtd-server-container (Podman Container) Podman / Shell HordeForge Server Container: Production Podman container templates, staging orchestration, and systemd deployment.
📜 Schematics
(Engine Research)
hordeforge/7dtd-engine-research (Documentation) Markdown / Cecil 7DTD Engine Research: Reverse-engineering narratives, Mono IL decompilations, game loop maps, and wire protocol specs.
🧫 Quarantine
(WasmHost)
hordeforge/7dtd-wasm 1_HordeForge_WasmHost C# / Rust / C / Zig HordeForge Quarantine: Embeddable WebAssembly sandbox host that runs untrusted mods (wasm32-wasip1) under fuel, memory, and module limits behind a documented ABI.

🧰 Modding Toolkit

Hybrid Product Name Repository URL Internal Mods/ Folder Tech Stack Role & Description
🔨 Anvil
(Mod Template)
hordeforge/7dtd-mod-template (Scaffold) Shell / Python / C# HordeForge Anvil: One-command scaffold for new 7DTD mods — modlet layout, net48 Harmony project, hot-reloading TOML settings component, offline test gates, and the working discipline baked into every generated repo.
🏭 Shamway
(Asset Pipeline)
hordeforge/7dtd-asset-pipeline (CLI Tool) Python 3.11 / C# (Unity Editor) HordeForge Asset Pipeline: Builds a mod-owned Unity AssetBundle, or synthesizes texture, audio and text bundles with no editor at all, behind offline gates for the silent failures a successful Unity build does not catch.
🧩 Unityz
(Unity Asset Toolkit)
hordeforge/unityz (CLI / Library) Zig Unityz: Reads, extracts, edits, verifies, and diffs Unity asset files, bundles, and streamed sidecars without the Unity Editor.
🔧 Wrench
(Mod Settings)
hordeforge/7dtd-mod-settings Wrench C# (.NET 4.8) HordeForge Wrench: In-game Mod Settings screen in the options menu — lists every installed mod shipping a Config/<Mod>.toml, edits values in place (comments and layout survive byte-for-byte), and reports live hot-reload by the target mod. No registration API: the TOML file is the whole integration surface.

🔄 The Evidence Loop & Architecture

HordeForge projects follow a strict evidence-driven development loop:

flowchart TD
    subgraph Research ["📜 Reverse Engineering & Specs"]
        RES["hordeforge/7dtd-engine-research<br><b>📜 Schematics</b><br><i>IL Decompilation & Protocol Specs</i>"]
    end

    subgraph CoreRuntimes ["🚀 Core Dedicated Server Engines"]
        ZDTD["hordeforge/zdtd-server<br><b>⚡ BloodWire</b><br><i>Native Zig Dedi Engine</i>"]
        OPT["hordeforge/7dtd-server-optimizer<br><b>🔥 Crucible</b><br><i>EfficientServer Governor</i>"]
    end

    subgraph LoadAndGuard ["⚡ Load Testing & Security"]
        LOAD["hordeforge/7dtd-loadgen<br><b>😱 Screamer</b><br><i>100+ Bot LoadGen</i>"]
        GUARD["hordeforge/7dtd-server-guard<br><b>🛡️ Landclaim</b><br><i>Behavioral Anti-Cheat</i>"]
    end

    subgraph TelemetryAndWorld ["📊 Telemetry & World Engine"]
        APM["hordeforge/7dtd-server-apm<br><b>☣️ Geiger</b><br><i>Server APM & Profiler</i>"]
        REAL["hordeforge/7dtd-realearth<br><b>🌍 Pangea</b><br><i>1:1 GIS Earth Engine</i>"]
    end

    subgraph ContentPipeline ["🏭 Mod Content Pipeline"]
        SHAM["hordeforge/7dtd-asset-pipeline<br><b>🏭 Shamway</b><br><i>Gated AssetBundle Build</i>"]
    end

    subgraph ModHost ["🧫 Mod Host & Sandbox"]
        QUAR["hordeforge/7dtd-wasm<br><b>🧫 Quarantine</b><br><i>Wasm Mod Sandbox Host</i>"]
    end

    subgraph BotAndAutomation ["🤖 Automation & Scenario Testing"]
        PLAY["hordeforge/7dtd-playtest<br><b>🛡️ Vanguard</b><br><i>Scenario Test Runner</i>"]
        BOT["hordeforge/7dtd-fps-bots<br><b>🤖 Clanker</b><br><i>Tactical FPS Bots</i>"]
        CONN["hordeforge/7dtd-fastconnect<br><b>⚡ Hotwire</b><br><i>Direct IP FastConnect</i>"]
        SAFE["hordeforge/7dtd-sandbox<br><b>🏠 Safehouse</b><br><i>Lab Instance Isolation</i>"]
    end

    RES --> ZDTD
    RES --> OPT
    RES -->|Asset URI & Bundle Rules| SHAM

    LOAD -->|Synthetic Protocol Clients| ZDTD
    LOAD -->|Synthetic Protocol Clients| OPT
    LOAD -->|Protocol Validation| GUARD

    APM -->|Baseline & eBPF Metrics| OPT
    APM -->|Evidence Regression Gate| LOAD

    PLAY -->|Real-Client Fidelity| ZDTD
    PLAY -->|Real-Client Fidelity| OPT
    PLAY -->|Direct IP Join| CONN
    SAFE -->|Isolated Instance, Ports, Config| PLAY

    OPT --> GUARD
    OPT --> REAL
    OPT --> BOT
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📚 7DTD Modding Best Practices Guide

HordeForge maintains the canonical 7 Days to Die Modding Best Practices Guide for V3.2.0+ (Henpocalypse). Key engineering rules include:

  • Mod Hierarchy: Clean separation between XML XPath modlets, compiled C# Harmony DLLs, and standalone native server engines.
  • Load Order Rules: Alphabetical Mods/ scanning conventions, 0_ prefixing for early-loading performance governors, and ModInfo.xml specifications.
  • EAC-Off Guidelines: Rules governing Easy Anti-Cheat enforcement (-noeac) for C# code mods while maintaining vanilla client join compatibility.
  • Asset URI Protocols: Texture, UI atlas, audio, and AssetBundle URI formatting (#@modfolder:...), gated offline by 🏭 Shamway.
  • Distribution Hygiene: Flat zip structures (Mods/<FolderName>/ModInfo.xml) preventing nested directory bugs.

🧪 How Testing Is Layered

Four tiers, one direction of dependency (ADR 0001):

Tier Repository Owns
Provision + environment 🏠 Safehouse Steam-free game bases, one isolated game tree and port block per instance, serverconfig and serveradmin.xml rendering, mod staging, bring-up and teardown
Harness 🛡️ Vanguard Driving a real client, asserting observable state, scoring the run
Cases Vanguard (stock fidelity) and each mod repository (its own) Declarative suite JSON plus the IScenarioProvider the refs point at
Production 🏰 Outpost LAN deployment. Playtest reaches it attach-only and read-only, and never deploys, stages or restarts it

A run picks two axes rather than one fused target: who owns the server process (managed on a Safehouse instance, or attach to one already running) and which server is under test (stock dedicated or BloodWire). A suite declares the world it needs as serverconfig properties, so an A/B of one setting is two suite files differing by one line.


💡 Engineering Philosophy

  1. Evidence Over Claims: Lower CPU usage alone is not an acceptance criterion. Performance improvements are validated using identical worlds, seeds, duration, and bot counts captured via 7dtd-server-apm.
  2. 20 TPS Target: Dedicated servers operate on a strict 50 ms tick budget (20 TPS). We optimize for low latency, zero GC pauses, and bounded memory allocation.
  3. Clean Boundaries: Measurement (7dtd-server-apm), optimization (7dtd-server-optimizer), client testing (7dtd-loadgen), and security (7dtd-server-guard) live in independent repositories and DLLs.
  4. EAC-Off C# Modding: All C# code mods require Easy Anti-Cheat to be disabled (-noeac) on the server. Vanilla clients can join 7dtd-server-optimizer and zdtd-server without client-side mods.

📄 License & Attribution

All HordeForge projects are licensed under open-source software licenses (MIT or Apache-2.0).

7 Days to Die is a registered trademark of The Fun Pimps Entertainment LLC. HordeForge is an independent open-source project and is not affiliated with or endorsed by The Fun Pimps.

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