12/11/2005
In the unforgiving world of 7 Days to Die, maintaining your base against the relentless hordes is a constant challenge. Damage is inevitable, and the time spent manually repairing every single block can be a significant drain on your resources and focus. Fortunately, the gaming community is always innovating, and the OCB Claim Auto Repair Mod offers a brilliant solution to this persistent problem. This addon introduces a new block, akin to a storage chest, designed to automatically repair damaged blocks within your designated claim area. Let's delve into how this ingenious mod works, its capabilities, and what you can expect from it.

- Understanding the Auto Repair Block
- How the Auto Repair Block Functions
- Step-by-Step Usage Guide
- Compatibility with Undead Legacy
- Block Finding and Repair Speed: What to Expect
- Potential Future Improvements
- Installation and Compilation
- Changelog Highlights
- Frequently Asked Questions
- Q1: How long does it typically take for the Auto Repair block to find a damaged block?
- Q2: Can the Auto Repair block repair itself?
- Q3: What happens if a block being repaired takes more damage?
- Q4: Can I use multiple Auto Repair blocks?
- Q5: Is the OCB Claim Auto Repair Mod compatible with other mods?
- A Note on Repair Kits
Understanding the Auto Repair Block
The core of this mod is the Auto Repair block. Once placed within your claim, it acts as a dedicated repairman for your base. It draws upon materials you supply, much like a crafting station, and uses them to mend damaged blocks in its vicinity. The block boasts its own repair range, slightly larger than a standard claim block's radius. However, a crucial limitation is that it will only repair blocks that fall within your or your allies' claims. This means strategic placement, ideally close to your main claim block, is key to maximising its effectiveness. Importantly, the Auto Repair block itself is not self-repairing, so keep an eye on its condition!
How the Auto Repair Block Functions
The process is designed to be largely automated. The block operates on a cycle, randomly selecting blocks around its perimeter. It then checks two vital conditions: firstly, if the block actually requires repair (i.e., has taken damage), and secondly, if the necessary repair materials are present in its inventory. If both prerequisites are met, the repair process initiates. It's important to note that the repair isn't a gradual, incremental process. Instead, the block is fully restored to its maximum durability in one go. If a block that is currently undergoing repair suffers further damage, the auto-repair process for that specific block is immediately aborted. You'll be alerted to these events by distinct sounds – one indicating an active repair, and another signaling that a repair has been interrupted due to further damage.
Step-by-Step Usage Guide
Implementing the Auto Repair block is straightforward, but a few steps are essential for it to function correctly:
- Claim Block is Essential: Before anything else, ensure you have a Land-Claim Block placed and active. The Auto Repair block will not function without it.
- Placement: Position the Auto Repair block within your claimed territory.
- Interaction: Approach the block and press 'E' to interact with it.
- Stocking Materials: Open the block's inventory and fill it with the required repair materials. These are the resources the block will use to mend damaged structures.
- Enabling the Block: To activate its repair functions, hold down 'E' while interacting with the block.
- Visual Confirmation: Once enabled, a subtle grey outline should appear around the Auto Repair block, indicating it's operational.
- Block Identification: The block will then begin its search. When it identifies a damaged block it can repair, a yellow outline will momentarily appear around that specific block.
Compatibility with Undead Legacy
For players who enjoy the challenging Undead Legacy modpack, good news! The OCB Claim Auto Repair Mod is compatible out of the box, meaning no special patches are required for basic functionality. However, to ensure smooth operation and prevent conflicts, it's recommended that this mod loads after the main Undead Legacy mods. A simple way to achieve this is by renaming the mod's folder to something like 'ZClaimAutoRepair', which typically forces it to load later in the mod order.
Block Finding and Repair Speed: What to Expect
The effectiveness of the Auto Repair block is influenced by how quickly it can locate damaged blocks and the speed at which it can repair them. Given the considerable range the block covers, pinpointing a specific damaged block can indeed take time, especially if only a few blocks are damaged. The mod developer notes that the chances of finding a damaged block increase significantly when there are more damaged blocks within its radius. Conversely, if only one solitary block is damaged, the search for that particular block could be protracted.
The repair speed has been adjusted from earlier versions, acknowledging that the initial pace was somewhat slow, particularly for bases with numerous high hit-point blocks. While the current speed is described as 'leisurely,' it's a deliberate choice to prevent the block from becoming overpowered. The developer estimates that a fairly damaged base should be repairable within approximately 7 hours. For larger or more heavily damaged bases, you can always deploy additional Auto Repair blocks. While they might occasionally interfere with each other due to their random targeting, their combined effort should still accelerate the overall repair process.
Performance Metrics and Calculations
The developer has provided some internal measurements regarding the repair speed. These figures are based on tick and time delta calculations and may vary slightly depending on your specific game setup and server performance. The internal repair speed factor is currently set to 2000f. With this baseline, you can anticipate the following approximate repair speeds:
| Metric | Approximate Repair Rate |
|---|---|
| Hit Points per Tick (Sound Event) | ~65 HP |
| Hit Points per In-Game Hour | ~5,000 HP |
| Hit Points per In-Game Day (24 hours) | ~125,000 HP |
| Hit Points per In-Game Week (7 days) | ~875,000 HP |
| Fully Repaired 10k HP Blocks per Week | ~87.5 blocks |
| Fully Repaired 10k HP Blocks (6 Days, Horde Nights) | ~75 blocks |
These figures offer a tangible idea of the block's capabilities, helping you plan your base maintenance strategy effectively.
Potential Future Improvements
The mod is continually evolving, and the developer has outlined several potential enhancements:
- UI Enhancements: The storage size has been reduced to free up user interface space. This could allow for the addition of more information displays or modifier slots, potentially increasing repair speed.
- Clearer Feedback: While current feedback includes sounds and outlines, a more direct indication of the block's current activity would be beneficial.
- Power Requirement: Introducing a power requirement for the Auto Repair block could add another layer of strategic depth to base management.
- NPC Integration: The ultimate aspiration is for an NPC to perform similar repair functions, though this would require complex AI and path-finding implementations.
Installation and Compilation
Installing the mod is typically done by downloading the latest release from GitHub and extracting the contents into your game's 'Mods' folder. Ensure that you don't have nested folders within the 'Mods' directory and that the 'ModInfo.xml' file is correctly placed. For those interested in compiling the mod themselves, a Visual Studio solution file and a batch script are provided. Both methods require setting an environment variable named 'PATH_7D2D_MANAGED' to point to your game's 'Managed' folder (e.g., `G:\steam\steamapps\common\7 Days To Die\7DaysToDie_Data\Managed`). The compiled DLL will typically be found in a 'build/bin/target/' directory.
Changelog Highlights
The mod has seen numerous updates, addressing compatibility and introducing new features:
- Updates for 7D2D V2.0 (b295) and V1.0 stable (b333).
- Compatibility adjustments for A21.0(b313) and A21 Darkness Falls.
- Fixes for issues like oversized bound helpers and high CPU usage.
- Improvements to multiplayer support and outline movement speed.
- User feedback integration, such as showing outlines for missing land claims or materials and providing chat messages for the last missing material.
- Inclusion of Chinese translations.
- Exposure of the repair speed factor in block XML configuration.
Frequently Asked Questions
Q1: How long does it typically take for the Auto Repair block to find a damaged block?
A1: The time it takes to find a damaged block can vary. If only one block is damaged, it might take a considerable amount of time due to the random selection process. However, if multiple blocks are damaged within its range, the chances of finding one increase significantly.

Q2: Can the Auto Repair block repair itself?
A2: No, the Auto Repair block does not repair itself. You will need to manually repair it if it takes damage.
Q3: What happens if a block being repaired takes more damage?
A3: If a block undergoing repair is damaged further, the auto-repair process for that specific block is aborted. You will hear a sound notification when this occurs.
Q4: Can I use multiple Auto Repair blocks?
A4: Yes, you can deploy multiple Auto Repair blocks. While they might occasionally interfere with each other, their combined effort will speed up the overall repair process for your base.
Q5: Is the OCB Claim Auto Repair Mod compatible with other mods?
A5: It is compatible with Undead Legacy out of the box. For other mods, ensure it loads after core mods it might interact with to prevent conflicts.
A Note on Repair Kits
It's worth mentioning that while this mod focuses on automated base repair, in-game repair kits serve a different purpose. Repair Kits are single-use items designed to restore the durability of weapons, tools, and vehicles to their maximum. Crucially, these Repair Kits cannot be scrapped, broken down for parts, or used as fuel in crafting stations like Campfires or Forges. They are purely for direct item repair.
In conclusion, the OCB Claim Auto Repair Mod is a game-changer for 7 Days to Die players looking to automate base maintenance. By understanding its mechanics, placement strategies, and expected performance, you can significantly reduce the tedium of repairs and focus more on survival and exploration.
If you want to read more articles similar to Automated Base Repair in 7 Days to Die, you can visit the Automotive category.
