GameGrid
7 Days to Die Live Map - visual guide

7 Days to Die Live Map

Turn on map rendering, read exact coordinates, switch on the zombie, animal, land-claim, bedroll and marker layers, click a cell to see what is in it, and teleport, spawn or measure from any point on the map — all without mods, so crossplay keeps working.

Where it is and what it shows

Open your server and click Live Map in the sidebar.

The map is built out of the tiles 7 Days to Die renders itself as players explore the world, with live player markers drawn on top.

Below the map, the Online Players table lists everyone connected with their name, entity id, their position as the game's own map shows it, the raw coordinates, and — when the server's web dashboard is on — their health, deaths, zombie kills and ping.

Nothing is installed on your server for any of this. It uses the game's own map rendering, the REST API 7 Days to Die already ships, and the world save — no mods. That matters because any mod turns off crossplay and locks PlayStation and Xbox players out.

Turning it on — and why it needs a restart

A Map Status card at the top of the page shows two badges: Web Dashboard and Map Rendering.

If Map Rendering reads OFF, the server is writing no tiles at all. Click Enable Map Rendering. That sets the game's own EnableMapRendering setting for you.

Then restart the server. 7 Days to Die reads that setting once when the game starts and never again. When the setting is saved on but the running server started without it, the badge reads ON (restart pending). Use the Restart button at the top of the page.

Once it is on and the server has restarted, tiles appear as players move through the world — usually within a minute or two of somebody exploring.

The card also names the world and save the tiles come from — the one your server is running, set by GameWorld and GameName. If you switch to a new save, the map shows that save (empty until it is explored), not the old one.

Why parts of the map are missing

This is the most common question about this map, and it is not a fault.

Tiles are only written while map rendering is on. Ground your players explored before you turned it on has no tile at any zoom level, so it shows as a gap.

Your in-game map looks complete over the same ground because that map is drawn from each player's own map data, which is separate from these tiles.

The fix is to travel back through the area with rendering on, or use Render Whole Map (below). The tiles are written as the ground is visited.

Moving around the map

Scroll the mouse wheel to zoom about the pointer, or use Zoom In and Zoom Out, which zoom about the selected cell when it is on screen and the middle of the map otherwise. Drag to pan. Fit Map frames everything that has been rendered.

The map picks the level of detail for you: zoomed out it loads a few coarse tiles, zoomed in it loads the detailed ones, and while a detailed tile loads you see the coarser one stretched under it instead of a hole. The Detail dropdown reads Auto by default; pick a level to force it.

Tiles you are looking at are checked again every 15 seconds, so ground rendered while you watch fills in without reloading the page. A tile that has not changed costs almost nothing to check.

Players, zombies and animals glide to each new position instead of jumping.

Refresh Players forces an immediate position update rather than waiting for the next ten-second poll. Nothing is polled while the page is in a background tab.

Coordinates

Point at the map and the box in its bottom-left corner shows exactly where you are pointing, two ways:

LineExampleMeaning
Map position300 N 832 WThe game's own map format: 300 blocks north of the world centre, 832 west. North/south comes first, just like the in-game map.
Block coordinatesx -832, z 300 · r.-2.0The console form: X is east (negative is west), Z is north (negative is south), and the region file the point is in.

The map position drops the fraction rather than rounding, exactly as the game does: a player standing at x -597.9, z -1808.9 is 1808 S 597 W in game and here.

Height is not shown — the map is flat, so the height at a point is not known.

On a touch screen there is no pointer, so the box shows where you last tapped.

The Online Players and Last Known Positions tables have a Map column in the same format, and a cell's panel shows its centre both ways.

Tools at any point: right-click

Right-click anywhere on the map — or press and hold on a touch screen — for a menu of what you can do at that exact point. The point is marked on the map while the menu or a dialog is open.

Copy map position, Copy block coordinates and Copy region put that text on your clipboard, ready to paste into chat or a ticket.

Measure from here starts a ruler. Click to add points; each leg shows its length, and the bar below the map shows the total and the compass direction from the first point to the last. Right-click or press Esc to stop; Clear removes it.

With Full Access you also get Add a marker here, Teleport a player here and Spawn an entity here. A tool that cannot work at that point is shown greyed out with the reason — for example when the point is outside the world.

Teleporting a player to a point

Choose Teleport a player here…, pick an online player and confirm. The dialog shows each player's current position and how far they are from the point, and the button names who goes where: Teleport Ada to 300 N 832 W.

They land on the ground at that point. You can choose which way they face when they arrive.

Before anyone is moved, the server checks again. The player must still be online, and must still be the same person — a player's entity id changes every time they log in, so a player who left and rejoined since the list loaded is not moved by mistake. The point must be inside your world. If any check fails, nothing is sent and the dialog says why.

This needs the web dashboard on, because that is where the player's permanent id comes from. It is limited to 20 teleports a minute per server, shared with the cell panel's teleport.

Every teleport — and every refused one — is recorded in your account's audit log with the player's name and id, where they were, where they went and what the server replied.

Spawning at a point, and markers

Spawn an entity here… places 1 to 25 of an entity at that exact point. It drops in from above and lands on whatever is below; hostiles attack any player nearby. A number above 25 is sent as 25, and the button shows the number that will be sent. It is limited to 10 spawns a minute per server and is audited with the entity, count and point.

Add a marker here… leaves a labelled pin on the map for everyone who can open this server's live map — a trader run, a base to check, an area to reset next week. Markers are stored by GameGrid, not in the game, so players do not see them in game and they cost your server nothing.

Click a marker to see who added it and when, copy its position, or remove it. A server can have 200 markers, and each person up to 50 of them. Adding and removing markers is audited.

Player positions

Positions refresh every ten seconds, read from the game's own web API.

Because it is the game's own API rather than console text, the table carries more than a position: health, deaths, zombie kills and ping, and a Banned badge on anyone who is. Point at a player on the map for the same details.

If Web Dashboard reads OFF, the map falls back to reading positions from the console. That still works — you get the name and the coordinates — but a teleport to a point cannot be verified that way, so it is not offered.

If the player list cannot be read at all, the table says so, and why, rather than showing "No players online".

Last known positions

Tick Last-known positions to see where players were the last time they were seen online.

These are not live. They draw as a dashed grey ring with the age on the label — "Ada · 3h ago" — and the table below gives the same thing in full.

The game does not report this; its API only knows who is online right now. Positions are recorded while this Live Map is open in a browser, so the list fills in as players come and go while somebody has the map open. It is cleared when the panel is updated, and entries age out after two weeks.

The region grid

The grid divides the world into regions of 512 × 512 blocks, named the way the game names them — r.-2.3.

A default 6,144-block world is a 12 × 12 grid. If you regenerated at a different size, the grid changes with it.

Click any cell to see what is inside it: players, zombies, animals and land claims, with counts. Clicking costs nothing — it filters what the map has already loaded.

If a layer is switched off, the panel says "Layer off" rather than showing zero.

Layers

The tickboxes below the map choose what is drawn. Region grid and Markers are on by default; the rest are off, and a layer that is off costs your server nothing. Your choices are remembered in this browser.

LayerShowsRefreshes
ZombiesSpawned hostiles, as trianglesEvery 12 seconds
AnimalsSpawned non-hostile animals, as squaresEvery 30 seconds
Land claimsClaim keystones as outlined squares; the owner is written on the claim when zoomed inEvery minute (from the save)
BedrollsEach player's bedrollEvery minute (from the save)
Dropped backpacksBackpacks players dropped when they diedEvery minute (from the save)
MarkersMarkers admins left on the mapEvery minute
Last-known positionsWhere players were last seenEvery 30 seconds

A bear counts as a zombie here. The game splits these two lists by whether something is hostile, not by species.

Point at anything on the map for its name: a player, a zombie or animal's type, a claim's owner, a marker's label.

Shapes differ as well as colours, so the layers stay readable if you do not distinguish red from green.

Land claims, bedrolls and backpacks come from the world save

The game version your server runs has no console command or web API for land claims or bedrolls. They are read instead from the player file 7 Days to Die writes into your world save, which needs no mod and works with crossplay on.

They are as current as the game's last write of that file, not live. The Land claims label shows the time of that save, and so does the tooltip on a bedroll or backpack. A claim placed a minute ago may not show until the game saves player data again.

Each claim is drawn at your server's own LandClaimSize — 41 blocks by default — with its owner's name.

Acting on a cell

Click a cell and the panel has an actions area at the bottom. These need Full Access, and everything is recorded in your account's audit log.

Teleport player here moves an online player to the centre of that region, on the ground. The same identity check as a point teleport applies.

Spawn at the centre of r.x.z places 1 to 25 of an entity at the region's centre, dropped from above. It works with nobody nearby, and it shares the point spawn's limit of 10 a minute.

World events are under their own heading. Airdrop and wandering horde are server-wide: the game decides where they appear. The screamer is aimed at the centre of the selected region. Each event is limited to three per five minutes.

Rendering the map

Render Whole Map has the server visit the whole world so every region gets map tiles, using the game's own visitmap command. It is real work for your server and costs performance while it runs; on a big map it takes a long time.

Render r.x.z in a cell's panel does the same for one region.

Stop Render cancels a run. It appears once you have started a render from this page.

Whole-map renders are limited to two per five minutes, and region renders to three a minute.

Resetting a region

This destroys everything players built in that 512 × 512 block area and returns the terrain to how it generated. Only the account owner and admins see the control.

The reset runs in the background, in steps, and the panel says which one it is on:

1. A check that your server can run a reset at all — it is running, its web dashboard is on, and its game version describes the reset command in a way we recognise. If not, it stops here: no backup is taken and nothing is changed.

2. A backup. If the backup fails, the reset does not run. Not a warning you can click past — the command is never sent.

3. The reset of the region you chose, and nothing else.

You can leave the page once it has started; it carries on, and the result is recorded in the audit log with the backup id.

The dialog tells you what is in the region before you commit, including who owns the land claims there. Turn the Land claims layer on first — the dialog offers to load them.

If we lose contact after the reset command was sent, the panel cannot tell whether it ran and says so, and the button stays locked until you reload. Check the audit log before trying again; a backup was taken first either way.

Blood moon

The Map Status card shows the blood-moon state — either that one is tonight, or which day the next one falls on.

It is read from the game's own blood-moon endpoint. If your server's game version does not have that endpoint, or answers in a form we do not recognise, the badge is simply absent rather than showing a wrong answer.

Crossplay and the GameGrid map mod

Everything above works on a crossplay server. Console crossplay needs Easy Anti-Cheat on and no mods, so the live map is built entirely from what an unmodded server offers.

A few features cannot be built that way — vehicles on the map, land claims the moment they are placed, dropping an item at a point, and waypoints on players' own maps. The Crossplay and map features card below the map lists them as unavailable, with the reason for each.

Those features need the GameGrid map mod, our own server mod. It is off by default. Turning it on asks you to confirm that PlayStation and Xbox players will not be able to join while it is on, and it is recorded in the audit log.

It takes effect on the next restart: the mod is installed, and EAC and crossplay are turned off. To undo it, turn it off in the same card; on the next restart the mod is removed and EAC and crossplay go back to how they were.

Your server's machine downloads the mod by itself, in the build that matches your server's game version. While it downloads, the card shows its progress; you can turn the mod on at any time, and it is applied at the first restart after the download has finished. If a download fails, the card says why and has a Retry button; it also retries on its own.

Right after a 7 Days to Die update there may briefly be no build of the mod for the new game version yet. The card then says so and that our team has been notified; the mod is applied automatically once that build is available.

The other games are different

This map is specific to 7 Days to Die. Minecraft, Palworld and Valheim each have their own, built from something entirely different.

See The Live Map: What Each Game Shows.