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Anyone currently digging into the 7 Days to Die assembly has likely run into this. You're trying to force the Debug and Creative menus via dnSpy, but the moment you save the patched DLL, the game throws a fit or the compiler screams about 100+ errors on lines you didn't even touch.
The Decompilation Trap
When you try to edit the C# directly in dnSpy, the compiler often fails because Assembly-CSharp.dll is heavily linked with other modules. If your environment isn't perfectly set up with all dependencies, dnSpy won't know how to recompile the method.
Looking at the snippet provided:
That
looks like a typical decompilation artifact or a botched IL edit. If you're following a tutorial that's half a decade old, the offsets and the way the game handles GamePrefs have definitely shifted.
How to Properly Patch via IL
Instead of trying to recompile the C# code, you should be right-clicking the method and selecting "Edit Method (IL instructions)". This bypasses the compiler requirement for the whole class.
Risks and Troubleshooting
— EAC: If you're running with Easy Anti-Cheat enabled, it will flag the modified DLL immediately. Ensure you're launching the game via the 7DaysToDie_Direct.exe or with the EAC launcher disabled.
— Save Corruption: Modifying GamePrefs mid-session can sometimes lead to config corruption. Keep a backup of your Assembly-CSharp.dll before you start stripping the IL.
— Picture of Error: If you're getting a null reference or a signature mismatch, it's usually because the IL stack height is wrong after your edit.
Has anyone else noticed Unity's recent updates breaking the old GameUtils.IsPlaytesting checks in 7DtD? Drop your crash logs if the IL patch still results in a black screen.
The Decompilation Trap
When you try to edit the C# directly in dnSpy, the compiler often fails because Assembly-CSharp.dll is heavily linked with other modules. If your environment isn't perfectly set up with all dependencies, dnSpy won't know how to recompile the method.
Looking at the snippet provided:
Code:
gameManager.isEditMode = GameModeEditWorld.TypeName.Equals(GamePrefs.GetString(EnumGamePrefs.GameMode));
GamePrefs.Set(EnumGamePrefs.DebugStopEnemiesMoving, gameManager.IsEditMode());
GamePrefs.Set(EnumGamePrefs.DebugMenuEnabled, 1.isEditMode || GameUtils.IsPlaytesting());
GamePrefs.Set(EnumGamePrefs.CreativeMenuEnabled, 1.isEditMode || GameUtils.IsPlaytesting());
That
Code:
1.isEditMode
How to Properly Patch via IL
Instead of trying to recompile the C# code, you should be right-clicking the method and selecting "Edit Method (IL instructions)". This bypasses the compiler requirement for the whole class.
- Find the lines where DebugMenuEnabled and CreativeMenuEnabled are being set.
- Look for the instructions that load the boolean value (likely loading the field or evaluating the OR statement).
- Replace the logic with ldc.i4.1 (which pushes 'true' onto the stack).
- Immediately follow it with the call to GamePrefs.Set.
- Nop out (Replace with nop) any leftover instructions from the old logic to keep the stack clean.
Risks and Troubleshooting
— EAC: If you're running with Easy Anti-Cheat enabled, it will flag the modified DLL immediately. Ensure you're launching the game via the 7DaysToDie_Direct.exe or with the EAC launcher disabled.
— Save Corruption: Modifying GamePrefs mid-session can sometimes lead to config corruption. Keep a backup of your Assembly-CSharp.dll before you start stripping the IL.
— Picture of Error: If you're getting a null reference or a signature mismatch, it's usually because the IL stack height is wrong after your edit.
Has anyone else noticed Unity's recent updates breaking the old GameUtils.IsPlaytesting checks in 7DtD? Drop your crash logs if the IL patch still results in a black screen.