MOD Wiki / Age of Oblivion

Age of Oblivion

Install, gameplay, and server notes for Age of Oblivion.

Images

Images are shown to help identify the MOD. Source previews link back to the page where they were recorded.

Age of Oblivion image 1
Age of Oblivion featured image from the recorded 7 Days to Die Mods page. 7 Days to Die Mods listing
Age of Oblivion image 2
Age of Oblivion entry mark, shown when no source screenshot is recorded yet. 7DTD Signal

Details

Age of Oblivion is a long-world overhaul choice with extra systems to learn before a server opens.

Age of Oblivion should be approached as a different campaign route. It is better suited to players who want a fresh run with new progression pressure, not a light add-on for an existing vanilla save.

The practical value is in how the pack reshapes the long run: early setup, crafting gates, world pressure, group roles, and update discipline all matter.

Treat the current listing as a source route, then finish branch and package checks before using it on a main server.

World systems

Age of Oblivion is mainly worth checking through enemy spawns and pressure, class, perk, book, or level progression, crafting gates and workstations, loot and trader value, enemy and blood-moon pressure, and late-game gear and technology. Do that in a copied save or test server before changing a main world.

Use 7 Days to Die Mods listing to confirm exact file names, branches, screenshots, and update notes; then judge the MOD by the in-game parts above, not only by whether the game launches.

  • Check normal POIs, night travel, blood moon, loot bags, and server spawn limits before raising difficulty.
  • Compare the first week with vanilla: where recipes unlock, which books matter, and whether early roles change.
  • Check whether core tools, stations, vehicles, food, weapons, or late-game materials move behind new gates.
  • Read early loot, quest rewards, trader stock, and money flow before deciding server progression speed.

Campaign route

Age of Oblivion works best when the group wants a different long run. The test should focus on whether its added systems make the world feel worth restarting.

  • Start clean if the goal is a serious run.
  • Judge it after early systems open, not only after launch.

Early systems

The opening test should cover first recipes, workstations, food route, enemy pressure, and trader value.

  • Check whether the first few days feel learnable.
  • Watch for progression gates that need a guide note.

Group world

For co-op or a server, test package alignment, join flow, and rollback before players build a long-term base.

  • Write the package rule before inviting players.
  • Keep a copied world for update tests.
  1. Fresh save

    Start a new world so pack systems can establish their own pacing.

  2. Early systems

    Check first recipes, workstations, food route, enemies, and trader value.

  3. Group trial

    Run a short group test before writing permanent server rules.

  4. Branch check

    Confirm the current game branch on the source route before updates.

Install and first test

Do the first test like a small release rehearsal, not like a quick drag-and-drop tryout.

  1. Check the branchCompare Source page live; verify V3 branch with the source page before installing.
  2. Check the install sideStart from Both sides / modpack rules, then confirm whether clients, server, or both sides need matching files.
  3. Test the changed contentCheck enemy spawns and pressure, class, perk, book, or level progression, crafting gates and workstations, and loot and trader value, then save, restart, and reconnect if the MOD is used on a server.
  4. Test a copyUse a copied world or staging server before regular players join.
  5. Record the resultKeep the source page, file label, game branch, and rollback point together.

Server world

For a server owner, lock the package and rollback path before players build a long world on it.

Source route
Use 7 Days to Die Mods listing before replacing files.
Game branch
Confirm the current branch and package label.
Server files
Keep client and server package rules visible to players.
Rollback
Keep a backup and old package before public use.

Notes before use

Read these notes before changing a real save or public server.

  • Do not mix with another overhaul unless the exact combination has been tested.
  • Do not update a public server before a copied-world test.
  • Treat source downloads and branch labels as checks to finish, not as automatic compatibility proof.

Version and file check

Recorded game
Source page live; verify V3 branch
Version range
Needs check
Install side
Both sides / modpack rules
Dependency
Modpack rules

Listing notice

MOD information on 7DTD Signal is collected from publicly available online sources and rewritten for navigation, compatibility judgment, and player reference. If you are a rights holder and believe any material is used improperly, please submit a feedback request and we will check, edit, or remove the entry promptly.