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To connect a 7 Days to Die dedicated server to Discord, you need an integration layer between the game and Discord. A Discord webhook is enough for one-way alerts such as restarts, deaths, joins, or status messages. Live chat in both directions requires a bot or bridge process that can read and send Discord messages and connect to the game’s telnet console.
The reliable setup is: create the Discord endpoint, enable and protect telnet on the server, run a bridge such as Dishorde or CSMM (or use the ServerTools route when that modlet is already installed), separate announcement and chat channels, then test each direction independently.
What a Discord integration can do
The first decision is whether you need notifications or a conversation bridge. These are different technical designs.
Webhook: one-way server notifications
A webhook is a private HTTPS URL associated with one Discord channel. A script or manager watches server logs or events and posts messages to that URL. It does not require a Discord bot account and cannot receive a Discord message or inject it into the game.
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Use a webhook when you only want events such as:
- Server starting, stopping, or restarting
- Players joining or leaving
- Deaths or other selected log events
- Scheduled status notifications
This is the simplest and least exposed design, but it is strictly game-to-Discord.
Bot bridge: two-way chat and control
A bot bridge runs as a separate process. It signs in to Discord with a bot token, reads and sends messages in permitted channels, and connects to the game server’s telnet console. That extra process is what carries game chat into Discord and Discord chat back into the game.
Depending on the bridge, you may also get player lookups, status commands, log-triggered notifications, automation, or administrative commands. Those features increase both configuration work and security responsibility.
Choose the integration that fits your server
| Option | Message direction | Capabilities | What runs beside the game server | Best fit |
|---|---|---|---|---|
| Custom webhook sender | Game to Discord | Selected alerts from logs or events | A script or manager that posts JSON over HTTPS | Owners who want a small notification feed |
| Dishorde | Game to Discord and Discord to game | Focused chat monitoring and relay | A separate Node.js application | Two-way chat with minimal additional features |
| CSMM | Game to Discord and Discord to game | Notifications, custom log-string detection, chat bridge, status and player commands, and automation | A web-based server manager and its bridge services | Owners who want a broad management system |
| ServerTools with its companion bridge | Game to Discord and Discord to game | Discord integration through the modlet’s Discord_Bot and Web_API components | The ServerTools modlet plus the compatible companion bridge | Servers already using ServerTools |
CSMM is the broadest documented choice. Dishorde is the more focused standalone bridge. A webhook sender has the smallest operational footprint. ServerTools makes the most sense when it is already part of your mod setup, because its Discord_Bot and Web_API components are prerequisites for the companion bridge.
Prerequisites and a safe layout
Prepare these items before creating the bot:
- Administrative access to the Discord server and the target channels
- Administrative access to the 7DTD dedicated-server configuration
- A machine that can keep the bridge process running continuously
- The game server’s reachable address and telnet port
- A strong, unique telnet password
- A plan for which Discord channels can read, write, or issue commands
Running the bridge on the same machine as the game server is usually simplest. If it must run elsewhere, permit only that bridge host through the firewall and confirm it can resolve the server address and reach the configured telnet port. Do not expose the telnet port broadly to the public internet.
Step 1: Decide between a webhook and a bot
Use a webhook when alerts are enough
Select a webhook if the requirement is “tell Discord what happened.” A sender can monitor logs or server events and make HTTPS POST requests to the webhook URL. You avoid bot-account management and do not grant Discord users a path into the game.
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Use a bot bridge for live chat
Select a bridge if players must be able to talk from Discord into the game, or if you need player/status commands and automation. A bridge needs both Discord permissions and an authenticated telnet connection; creating a webhook alone cannot provide the reverse path.
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Step 2: Create the Discord endpoint
Create a webhook for one-way alerts
- Open the Discord server and choose Server Settings.
- Open Integrations, then Webhooks.
- Create a webhook and select the announcement channel that should receive alerts.
- Copy the generated webhook URL into your secret store or password manager. Treat it like a credential: anyone who obtains it can post to that channel.
- Keep the webhook in a read-only-for-members announcement channel, with ordinary members unable to post there.
Discord’s Integrations page is also where administrators manage installed bots, webhooks, and other applications. You can edit, copy, or delete webhooks from that page. If a URL is exposed, delete it and create a replacement rather than continuing to use it.
Create a bot application for two-way integration
- Open the Discord Developer Portal and create an application for this server.
- Add a bot user to the application and copy its token once it is available.
- Store the token as a secret. Never paste it into a public channel, commit it to a repository, or put it in a screenshot.
- Invite the bot to the Discord server with only the channels and permissions the bridge requires.
- Start with message reading and sending in the dedicated chat channel. Do not enable command execution until the command channel and the allowed Discord roles have been restricted.
The exact permission names vary with the bridge and Discord’s current interface. Review the installed application’s permissions under Server Settings → Integrations after the bot joins.
Step 3: Enable and protect the 7DTD telnet console
Most documented bridges reach the game through the dedicated server’s telnet console. The server must therefore listen for telnet connections, require a password, and permit the bridge host to reach the selected port.
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Set the server values
In the dedicated-server configuration, enable telnet and assign a strong password. Dishorde’s documented example uses:
TelnetEnabled=true
Its example also uses telnet port 8081. Treat that as the port in the example, not as a universal default: use the port configured on your server and copy the same value into the bridge settings.
Apply network restrictions
- Allow inbound telnet only from the bridge machine’s address.
- If the bridge is local, bind and firewall the service for local access where your hosting layout permits.
- If the bridge is remote, allow only its fixed address and the chosen port.
- Do not forward the telnet port to every internet address merely to make testing easier.
- After changing the firewall, verify that the bridge can resolve the server hostname and establish a TCP connection to the port.
A bridge that cannot reach telnet cannot relay chat, even if its Discord bot appears online.
Step 4: Install and configure the bridge
Dishorde
Dishorde is a separate Node.js application that connects to the game console, monitors chat, and relays messages in both directions. Follow the project’s installation and startup instructions for your operating system, then provide the values it requests:
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- 7DTD server address
- Telnet port
- Telnet password
- Discord bot token
- Destination Discord channel
Keep these values outside public source control. Start with one ordinary chat channel and no command execution. Once the bridge is stable, add optional features one at a time.
CSMM
CSMM is a web-based server manager intended for owners who need more than message forwarding. Its documented feature set includes Discord notifications, custom log-string detection, a two-way chat bridge, status and player commands, and automation.
Plan the deployment as a management service rather than a tiny relay. Decide which administrators can access the web interface, which Discord roles can run status or player commands, and whether automation should be enabled immediately. Use the same telnet reachability and secret-handling rules as any other bridge.
ServerTools
Use this path when the server already runs the ServerTools modlet. Enable both its Discord_Bot and Web_API components, then install and configure the compatible companion bridge. Those two components are documented prerequisites; installing only the Discord side is not sufficient.
Mod-based integrations can be sensitive to game updates. Check the mod’s stated game-version support and confirm the server’s mod layout before debugging Discord. Server mods use a server Mods folder and a ModInfo.xml structure; a misplaced or incompatible mod can prevent the integration from loading at all.
Custom webhook sender
For alerts only, run a script or manager that watches the server’s logs or events and sends JSON over HTTPS to the webhook URL. Decide which events are worth forwarding, handle failed requests, and account for Discord rate limits. This approach avoids a bot token but leaves you responsible for maintaining the watcher and its error handling.
Step 5: Design Discord channels and permissions
Separate audiences and capabilities instead of placing everything in one channel.
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Announcement channel
Create a channel for webhook alerts and bridge-generated status notices. Let members read it, but restrict ordinary posting so automated messages remain easy to find.
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Create a separate channel for two-way in-game chat. Grant the bridge permission to read and send messages there. Tell players that messages in this channel may be relayed into the game and should follow the server’s moderation rules.
Command channel
If your chosen bridge supports commands, place them in a staff-only channel. Restrict both the channel and the Discord roles that can use it. Disable exec-style commands unless they are genuinely required: a user with the relevant Discord permission may otherwise be able to execute server commands through the bridge.
Review the bot after installation
Open Server Settings → Integrations and inspect the application’s installed permissions. Remove permissions that the bridge does not use. A bot that only relays chat should not automatically receive broad moderation or administrator privileges.
Step 6: Verify the connection in a controlled order
Test one boundary at a time so an error has a clear owner.
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- Check Discord login. Confirm the bot process starts without a token or permission error and appears online in the server.
- Check telnet reachability. Confirm the bridge reaches the configured host and port and authenticates with the exact telnet password.
- Test game-to-Discord chat. Send a harmless message in-game and verify that it appears in the bridge’s chat channel.
- Test Discord-to-game chat. Reply from the permitted Discord channel and verify that the message reaches the game. This step applies only to a two-way bridge.
- Test optional commands separately. If commands are enabled, use a harmless status or player-information command from the restricted command channel before considering administrative actions.
- Review logs. Look for authentication, DNS, connection, channel-permission, and rate-limit errors after each test.
These checks distinguish a Discord problem from a telnet problem. A bot can be online while having no usable game connection.
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No Discord post appears
- Copy the webhook URL again and compare it with the sender’s configured value.
- Confirm the webhook still exists under Server Settings → Integrations → Webhooks.
- Check that it points to the intended channel.
- Verify that the sender is making an HTTPS POST and inspect its error log.
- If the URL may have leaked, delete the webhook and create a new one.
The bot is online, but no game chat arrives
- Confirm
TelnetEnabled=trueis active in the dedicated-server configuration. - Check the server address and telnet port in the bridge.
- Check that the telnet password matches exactly.
- Verify firewall rules allow the bridge host to reach the port.
- Confirm the bot can read the configured Discord channel and that the bridge is watching the expected game chat stream.
Game-to-Discord works, but Discord-to-game fails
This usually means the outbound Discord side is healthy while the inbound path is not. Recheck that the bridge has an authenticated telnet session and that inbound messages are enabled in its configuration. A webhook-only design cannot send messages back into the game; changing its Discord channel permissions will not add that capability.
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The bot receives messages but cannot send
Review the channel’s send-message permission, role overrides, and the bot’s installed permissions. Also check whether the bridge is posting to the same channel you are testing. Keep the chat channel and command channel separate while diagnosing permission conflicts.
Administrative commands are unsafe
Disable exec-style commands unless they are required. Remove command permissions from general-member roles, move command handling to a staff-only channel, and audit who can view that channel. Test with a harmless command first. If the server does not need remote commands, do not enable them.
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Check the mod’s supported game version and installation layout before changing Discord settings. Confirm the mod is in the server’s Mods folder, that its ModInfo.xml is present where expected, and that both ServerTools components required by the companion bridge are still enabled. A game-version or mod-loading failure occurs before Discord can connect.
Security and ongoing maintenance
Protect all three secrets
A bot token controls the Discord application, a webhook URL permits posting to its channel, and the telnet password permits console access. Store each in a secret manager or protected environment configuration. Rotate a token, replace a webhook, or change the telnet password immediately after exposure.
Minimize the network surface
Keep the bridge local when practical. Otherwise, firewall the telnet port to the bridge’s address only. Avoid broad port forwarding and monitor bridge logs for repeated authentication failures.
Keep capabilities narrow
Use separate channels for announcements, chat, and commands. Grant only the read and send permissions needed for each channel. Do not give a chat relay administrator rights simply because a future command feature might need them.
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Plan for restarts
The bridge is an additional always-on service. Configure an appropriate service manager or startup method for your host, and check after game-server, operating-system, or mod updates that it reconnects cleanly. A webhook sender and a full manager have different failure modes, so retain logs for both the sender and the bridge.
Which approach should you use?
- Choose a webhook sender when you only need restart, join, death, or status notifications and want the smallest attack surface.
- Choose Dishorde when the main requirement is live two-way chat without a large management feature set.
- Choose CSMM when you need chat, notifications, player and status information, log-triggered automation, and carefully controlled commands in one management system.
- Choose ServerTools with its companion bridge when ServerTools is already installed and you are prepared to enable its Discord_Bot and Web_API components.
Whichever route you choose, the critical dependency is the same: Discord is only one side of the integration. The bridge must be able to authenticate to Discord, reach the 7DTD telnet console, and operate under tightly limited channel and network permissions.
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