Hey Survivors,
We are pleased to announce that 7 Days to Die V3.0 Dead Hot Summer Streamer Weekend Event will begin: THIS FRIDAY, June 12th at 12 PM CST. Fans will have a ton of great options to see all the new features & content of 3.0:
3 days of streaming
500+ streamers
48+ Countries
20+ languages spoken
Many will be streaming all weekend, and are even giving away free keys to the game! Check their channels for their upcoming weekend schedules. Read on for the Official Release Schedule, Official Release Notes Link and the Full List of Participating Streamers.
V3.0 Dead Hot Summer Release Schedule
Streamer Weekend – Friday June 12th – Sunday June 14th
Steam Experimental – Monday June 15th
Steam & Console Stable Release – Monday June 29th (Barring Show stopping Bugs or Cert Issues)
The apocalypse just got hotter. Amid the chaos of the Dead Hot Summer, we’re happy to deliver this ambitious systemic update. Built around a core philosophy of player agency, V3.0 gives survivors more freedom than ever to shape the apocalypse their way.
Version 3.0 introduces 150 sandbox customization options, giving players greater control over their survival experience. Survivors can fine-tune a wide range of settings to emphasize the parts of the game they enjoy most, or reduce and even disable systems they prefer to avoid, with the goal of letting players craft the survival experience they want. Player-made presets can also be shared with others, and we’ve created a selection of special preset modes of our own for players to experience.
Moment-to-moment survival is expanded through the introduction of Item Magnitude, a new system that reshapes how weapons and gear scale, alongside an optional Repair and Degradation settings that ensures every battle leaves a lasting impact. Together, these systems make loot more varied, meaningful, and rewarding to pursue, adding greater depth to progression and itemization.
The world itself has evolved. A full overhaul of POI signage powered by the new Sign-Tech system brings hundreds of new environmental signs to towns, compounds, businesses, and ruins, enhancing atmosphere, readability, and immersion across the wasteland.
Alongside these updates, Version 3.0 delivers a redesigned main menu, over 60 new POIs, and a customizable crosshair system. A new cosmetic outfit will also be available alongside the V3.0 Stable release.
A new scorched season of survival awaits. Read on to learn more:
Take Command of the Sandbox
A New Era of Control arrives. The V3.0 “Dead Hot Summer” update transforms the game into the ultimate survival simulator with 150 sandbox customization options. Whether reliving the tension of classic play styles with no magazines, turning off zombie digging, diving into a brand-new official preset like Undead Matinee, or forging entirely custom worlds through player-made presets, the power to define survival is now fully in your hands!
Your Rules. Your World. Your Survival Story. V3.0 introduces full sandbox preset creation and sharing, allowing players to build personalized survival experiences unlike anything before. Name your creations, fine-tune every setting, and unleash limitless gameplay permutations designed entirely around your vision of the apocalypse.
Along with the Classic Difficulty Presets, V3.0 comes with these brand-new Official Presets, including:
Undead Matinee – A melee-focused vintage movie-inspired mode with slower zombies, swarming numbers & scarce ammo. Includes the new headshot finisher setting.
Madmole’s Mayhem – Fewer supplies, harsher penalties, including the new item loss and item durability loss on death, along with constant pressure. Madmole… It smells good!
Almost Creative Mode – The apocalypse, minus the actual apocalypse. Because Dying Is Inconvenient.
Bite Club – Respawning is for cowards in this hardcore, perma-death mode. One life left; use it wisely.
Legacy Survival – Old-school survival with modern consequences. Play like it’s 2014.
7 Days Later – Modern movie-inspired with chaotic hordes of fast-moving zombies.
Caveman’s Life – Survive an apocalypse where tools peaked at sticks.
Dumpster Diver – Turning Garbage Into Greatness. It’s not hoarding if you use it.
Dying World – Resources are fading, and you’re not far behind.
Disaster Film – Catastrophes stack faster than you can fix them.
Chibi Mode – Not only are they cute… They’re fast, too! Good thing you have some speed of your own.
For notes about Sandbox server configurations, V2.6 server save game compatibility, and a complete list of all Sandbox Options, see those sections below.
The Arms Race Begins with Magnitude
Powerful new Magnitude variants are changing the face of survival in V3.0, bringing boosted stats to looted weapons, tools, workstation mods, and more. An orange star will highlight the special stats along with a % in teal. You might find a Pickaxe with boosted block damage, a Shotgun with boosted range, a Machete with increased damage, or a Cooking pot with faster cooking time. The permutations are endless!
All tools and weapons will have a chance to roll boosted stats when found in loot.
Tools and weapons still have a chance for random stats and may show a teal percentage, but they are not considered boosted stats unless the stat is marked orange. This could allow combined items to cross over into a boosted range.
A wide variety of mods for armor, tools, vehicles, weapons, and workstations will now have progressive quality levels.
Higher-quality mods provide stronger bonuses. A Quality 1 Grave Digger mod adds 5% dirt damage, while a Quality 6 version adds 30%.
Not every mod benefits from higher qualities. Mods with simple on/off effects, such as the Helmet Light, are still limited to a single version.
Survivors can now use the new Combine Station to merge attributes of similar items to incrementally increase their power until they reach their full potential! It also provides an alternative method for repairs! Traders will now carry Magnitude-enhanced equipment such as weapons with special boosted stats, creating a new high-end economy for serious survivors.
The highest percentage stats will be moved to the combined item regardless of quality.
When a boosted stat from a Quality 1 item shows 20%, combined with a Quality 6 item, it will have more impact on the Quality 6 item’s higher base stat.
With the various degradation and repair options available, players can now choose how punishing the apocalypse can be on items. Repair Method options include no repair, repair kits only, combine repair, or use both kits and combine. Permanent Repair Degradation can be set to 5, 10, 15, 20, or 25% of the item’s max durability per repair (the first repair is free). Death Degradation allows players to choose how much durability items will lose on death or even permanent max durability loss.
A new M60 turret has been added to help with those late game hordes. Uses all 7.62 ammo types.
Signs for the End of Times
A complete POI signage overhaul arrives in V3.0 thanks to the new Sign-Tech system delivering thousands of signs to the POIS in the game. This brings a richer atmosphere and deeper immersion to every corner of the world. Streets, shops, compounds, and ruins now feature dramatically improved environmental signage designed to make the wasteland feel authentic, coherent, and alive. POI creators will gain access to the Sign-Tech tools through the level design editor at launch.
Canvas & Decal signs of various dimensions (e.g. 1×1, 2×2, 3×3, etc.)
Add Text, Shapes and Noise
RGBA color picker
Layer Masking (Color Only, Color And Mask, Mask Only, Punch Out)
2 new RWG tile variants adding more spawning opportunities for 100×100 commercial and industrial themed POIs.
A Fresh Interface for a Brutal World
Survivors will be greeted by a newly redesigned Main Menu UI featuring upgraded visuals, improved presentation, and a darker post-apocalyptic aesthetic. While the front end has entered a new era in V3.0, the full in-game interface overhaul is still to come in a future release.
In your Crosshairs
Survivors now have complete control over their combat visibility with the new customizable crosshair system. Adjust crosshair scale, opacity, and color to match your personal playstyle, while expanded display settings let you decide exactly when and how your reticle appears. All new customization options can be found in the dedicated Crosshair tab within the General Options menu.
Sun’s Out, Guns Out!
The new Beachwear Pack cosmetic DLC brings tropical chaos to the apocalypse with stylish new outfits built for survivors who refuse to let civilization’s collapse ruin their summer plans. From sandy shores to blood-soaked boardwalks, the wasteland has never looked this relaxed. And remember, when the world ends, the tan begins!
Modding
The WebDashboard code was integrated with the core game code, meaning it will always be up to date. For mods there is only two changes:
You no longer need to reference additional assemblies, but only the game’s core Assembly-CSharp.dll
Due to the code being run through the code publicizer process you might have to adapt some of your code that overrides vanilla methods to also be public
“Localization.txt” was renamed to “Localization.csv” to properly indicate its contents and make it easier to open it with spreadsheet tools
Changed entitygroups.xml format back to proper XML elements
Previous text based format is currently still supported for backwards compatibility
The XUi framework has received a massive internal overhaul and code cleanup
New binding system moving more control from code to XML. Documentation can be found on the official Wiki ( https://7daystodie.wiki.gg/wiki/XUi )
Heavily reworked XUi views to reduce code duplication, provide more common features (attributes) across different view types and increase compatibility
E.g. tables and grids have more similar attribute names, window anchor names and view pivot names use the same values
Removed unnecessary view attributes, rects now always have an underlying UI widget and panels always a UI panel. Rects should be used over panels wherever possible
Added new views video, scrollbar and scrollview
Removed “force_hide” attribute, visibility is now properly handled on each view element through the regular “visible” attribute
Tweens can be controlled from XML
Renamed folder “XUi” to “XUi_InGame” to make it clearer what each folder is for
Renamed “controls.xml” to “templates.xml” to get rid of confusion between XML templates and XUi controller classes
Removed unused “ruleset” XML element level from xui.xml
Support for using templates as windows
Lots of small bugfixes to different parts of views, controllers and the overall framework
Sandbox Options
Here is the complete list of the 150 sandbox options in our Dead Hot Summer release. Each setting includes at least two unique variables, resulting in billions of possible permutations of preset game modes in the 7 Days Universe. The complete list is as follows:
Player Settings
Ranged Damage
Melee Damage
Block Damage
Terrain Damage
Headshot Multiplier
Player Damage In
Walk Speed
Run Speed
Crouch Speed
Jump Strength
Stamina Regen
Stamina Usage
XP Multiplier
Show XP
Level Stat Bonus
Skill Gain Rate
Skill Gain Amount
Death Penalty
Lose On Death
Death Loss Count
Death Degradation
Death Degradation Amount
Drop On Death
Drop On Quit
Infection Rate
New Player Buff
Encumbrance Slots
Jar Refund
Entity Settings
Enemy Spawning
Max Enemy Tier
Enemy Density
Enemy Respawn
Biome Animal Respawn
Enemy Damage Dealt
Entity Damage In
Enemy Block Damage
BM Block Damage
Headshot Mode
Entity Health Bars
Show Entity Damage
Zombie Day Speed
Zombie Night Speed
Zombie Feral Speed
Zombie BM Speed
Zombie Feral Sense
AI Smell Mode
Zombie Rage
Zombie Digging
Zombies Eat Animals
World Settings
Global Game Stage
Biome Game Stage
Biome Progression
Temperature Survival
Max Tech Type
Workstations in the Wild
Blood Moon Frequency
Blood Moon Range
Blood Moon Count
Blood Moon Warning
Air Drops
Air Drop Variance
Storm Frequency
Storm Warning
Heat Map Sensitivity
24 Day Cycle
Daylight Length
Mark Air Drops
Allow Map
Allow Compass
Allow Screen Markers
Show Location Info
Show Day/Time
Resource Settings
Max Loot Tier
Global Loot Stage
Biome Loot Stage
POI Loot Stage
Loot Respawn Days
Loot Timer
Loot Bag Drop
Loot Abundance
Food Abundance
Drink Abundance
Medical Abundance
Ammo Abundance
Resource Abundance
Armor Abundance
Melee Abundance
Ranged Abundance
Currency Abundance
Magazine Abundance
Treasure Map Chance
Mining Yield
Crop Yield
Seed Drop
Resource Yield
Crop Growth
Crafting Settings
Crafting Progression
Crafting Max Tier
Magazine Progress
Backpack Crafting
Workstation Crafting
Smelter Type
Crafting Timer
Crafting Cost
Crafting Yield
Scrapping Yield
Dew Collector Time
Dew Collector Yield
Dew Collector Input
Apiary Time
Apiary Yield
Apiary Input
Item Degradation
Repair Method
Repair Degradation
Traders
Trading Enabled
Vending Enabled
Trader Hours
Trader Protection
Trading Dialog
Global Trader Stage
Trader Max Tier
Trader Item Count
Vending Item Count
Trader Reset
Vending Reset
Sell Price
Buy Price
Trader Buy Limit
Task Settings
Challenges
Quests
Intro Challenges
Intro Quest
Trade Routes
Buried Quests
POI Quests
Quests per Tier
Quests per Day
Base Skill Points
Miscellaneous Settings
Vehicle Fuel Usage
Vehicle Entity Damage
Vehicle Block Damage
Vehicle Self Damage
Electrical Output
Celebrate Kills
Big Heads
Tiny Zombies
Gravity
Silly Sounds
Black and White
Server Admin notes for Sandbox Options and legacy property removal
With the addition of over 150 Sandbox Options, some of the legacy options previously set in serverconfig.xml have been moved to a new SandboxCode XML property.
For server admins that wish to continue their V2.6 save game, you will need to recreate your legacy serverconfig.xml settings using the in-game Sandbox Options menu.
Copy the code, and then paste it as the SandboxCode property value in the updated V3.0 serverconfig.xml file.
Although we have done our best to communicate with server providers, you may need to work with your specific provider to help setup these options.
The name and default value for the new property is:
The SandboxCode above is an equivalent setup of the legacy default GameDifficulty setting of “Adventurer” or 1.
The following is a list of the legacy properties that have been removed/converted:
GameDifficulty
BlockDamagePlayer
BlockDamageAI
BlockDamageAIBM
XPMultiplier
DayNightLength
DayLightLength
BiomeProgression
StormFreq
DeathPenalty
DropOnDeath
DropOnQuit
JarRefund
EnemySpawnMode
EnemyDifficulty
ZombieFeralSense
ZombieMove
ZombieMoveNight
ZombieFeralMove
ZombieBMMove
AISmellMode
BloodMoonFrequency
BloodMoonRange
BloodMoonWarning
BloodMoonEnemyCount
LootAbundance
LootRespawnDays
AirDropFrequency
AirDropMarker
QuestProgressionDailyLimit
Currently Known Issues with V3.0 we are working on addressing:
Some outfit have messed up arms for males and females
Changelog for up to b259:
Added
Game Difficulty setting converted to Sandbox Presets
SandBoxCode property to serverconfig.xml
Add Continue Game option to opt into a full reset of all unprotected chunks
Add server command to trigger a full reset of all unprotected chunks
Added warning when trying to load save game from older major version
XML declarations to all xml files
Button in the Player Cosmetic screen to remove all cosmetics
Item compare shows stat boost improvement if that stat would be better when combined
Trader doors now tell you when it will open if its currently closed
Trader Open/Close time to the Map screen
Some calendars and clocks will show Day and Time
Player can craft calendars and working clocks
Working clocks rotate their hands to match world time
Extract method to take all smelted materials if you switch from Smelter to Recipes for forge
RWG biome layout “Circle 2” which doubles each biome
RWG biome generation growth has some random search variation
RWG town planner will try to make a small town with tighter space rules when a normal town does not fit
RWG previewer Generate World button changes to Cancel during generation
RWG preview step for terrain
RWG shows biome preview as soon as it is generated
Creative menu search filter supports starting the name with #1 to #6 to generate items with only that quality
Moon light brightness is reduced by cloud thickness when the graphics brightness setting is below 50%
Add audio notification on consoles when create save data prompt appears
Player versions of Mini Beverage Cooler and added them to the Appliance variant helper
Wedge60 Tip Steep Wedge60 Incline 1/2 Left and Right to the shape menu
Apiary SFX
New drone voice for existing VO lines
Drone VO for attacks
Drone stun charged SFX
Grace and Zombie Boar SFX
Snake slithering SFX for different surfaces
Zombie Boar sleeper blocks
Armor Impact Sounds
Items with boosted stats show an orange star on their icon or if modded show the gear as orange
Combine Station to create a merged item of the best quality, durability and stats
Additional values to allow original insane difficulty and more skill gain rate options
industrial_strip_01 – Palo Verde Brickworks
industrial_strip_03 – BONG Auto Parts Manufacturing
A setting that allows a limit on in-game FPS
Zombies have a chance to land hard and take regular and unclamped damage from a fall
XUi system_time binding returning the current local DateTime to allow showing real world time on the UI
Changed
Updated signs in most POI’s with new “Sign Tech” signs
Splints and Casts will now treat sprained limbs
Updated the descriptions for sprained arms and legs to instruct the use of splints and casts
Updated the descriptions for Splints and Casts to include the treatment sprained limbs
Updated the description for Craft Splints challenge to include the treatment sprained limbs
Updated Gunslinger perk to boost the loot chance of .44 magnum ammo
Insulated Armor mods are now labeled like clothing: Tattered, Patchwork, and ThermaCore
Insulated Armor mods have quality tiers
Updated icons and loc for Insulated Armor mods
Cigar Mod has quality tiers and a stat page
Updated tags for The Hunter mod to allow it to be installed with Rad Remover mods
Removed extra bookworm rolls in several loot lists that already have one in the junk lists
Set the Weight property on toolAnvil to allow them to be scrapped or smelted
Bellows and Anvil tool mods have quality with progressive stats. Both will automatically change to Q1 when loading a save game. Can only craft Q1 to promote loot exploration and trader interactions
Increased Economic value of Bellows and Anvil tool mods x2
Updated qualBaseTemplate to include Q6 items and removed/replaced q6Template
Set loot spawn parameter random_durability to false for Bellows and Anvil tool mods
Increased chance of all forge tool mods in Working Stiffs crates and Destroyed Forges
All forge tool mods can now be found in Hidden Stash and Construction crates
Lowered the MaxVoices and MaxRepeatRate for the forge_item_complete sound due to anvil craft speed increases
Tempered Blade mod is now installable into Augers and Chainsaws
Master Chef Dumpster Diver now has a chance to find more seeds in dumpsters
Max lockpick breaks capped at 14, the 15th lockpick always unlocks
Lockpicks break at a more uniform rate
Exploding arrows, bolts, and land mines no longer use duct tape
Added a lens to the motion sensor recipe
Updated tags on Silencer and Muzzle Brake from barrelAttachment to barrelTipAttachment to allow them to work with the Barrel Extender Mod
Removed wall clock from Appliances variant helper to be a standalone item
Apiary can no longer be scrapped or smelted to match other workstations
Improved AI jumping checks for overhead obstacles
Reworked the loot lists for toilets
Adjusted loot probability templates to allow items to show earlier in loot
Removed ignore_loot_abundance=”true” to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot
Restored Q6 item probability chances in various loot quality templates
Reworked loot probability and quality templates to allow quality loot to match crafting progression a bit closer
Updated several loot lists to include abundance_type for Sandbox Options
Removed power attack stat from the player torch
Updated Metal Furniture block variant helper with new Locker Colors
Forge open and close volume balancing
Bunker Woman Voice
Bunker Man Voice
SysAdmin Voice
Lowered Auger and Chainsaw impact SFX volumes for metal, concrete, wood, and organic
Updated trader stage templates with Q6 entries
Updated trader inventories with Bellows and Anvil tool mods based on new qualityItems trader stage template
Item Loss on Death changed to allow choosing Toolbelt and/or Backpack
Reduced the MaxDamage of Burnt and Abandoned “stripped” vehicles from 1000 to 500HP
SupplyCrateEntityPrefab.prefab uses new VFX art
Trees destroyed by explosions fall in random directions instead of north east
Improved small deco spawning near Oversized Blocks e.g. car blocks often had noticeable bald patches around them
Removed server settings from serverconfig.xml that are now part of the Sandbox system and are set by defining a SandboxCode in the config instead
Updated serverconfig xml MaxSpawnedZombies and BloodMoonEnemyCount comments
Renamed Localization.txt to .csv
EntityGroups.xml converted to structured XML
Updated probability formatting on a few entries in entitygroups.xml
Moved WebDashboard system from external mod to internal code
Enable cloud saving for PC XBL. Players can optionally store their game saves and generated worlds in the cloud or on the local device
Sleeper Volume properties window: Added scroll bar to script input
Improved cloud lighting from the moon
Moved Vehicle options to Misc
Optimized chunk mesh generator
Replace XML properties that use pipe | with nested XML classes
Banned dot characters ‘.’ from existing in XML property names when parsed into DynamicProperties
XML StaticSpawner prefab properties obsolete and removed
XML output file from RWG, Generation properties changed to class structure
XML ToolCategory sub-properties changed to class structure
XML PlantGrowing sub-properties changed to class structure
XML Map.Color property renamed to MapColor
XML CropsGrown.BonusHarvestDivisor property renamed to CropsGrownBonusHarvestDivisor
XML ItemsOnEnterGame sub-properties changed to class structure
Refactor TileEntityLootContainer and children into composite TileEntities. Refactored BlockLoot, BlockCarExplode, and BlockCarExplodeLoot into composites
Composite features in block definitions can be changed without compromising existing save data
Refactor LandClaim to use TEFeatureStorage
Migrated TE Player Signs into Composite features, TEFeatureSignable & TEFeatureLockable
BlockPlaceholder.xml to allow weights greater than 1
Large POIs sometimes take too long to reset for quests
New RWG district creation algorithm
RWG previewer to show the generate status in the title bar
RWG previewer generation runs as a task allowing the UI to remain active
Optimized RWG stamp loading
Optimized RWG and world radiation memory use
Optimized RWG water data handling
Optimized RWG stamping speed
Optimized RWG height copying
Optimized RWG preview mesh creation
Untagged lot_industrials from countrytown and countryresidential
Reduced RWG rural tile percents
Replaced short guardrails for tall ones in many RWG tiles
Increased AI distance they will attack a target above them
Bucket collects water from further away
Removed ‘HitInfo’ from ItemInventoryData with the goal of phasing it out entirely, simplifying the transition of player inventories to use TransactionalInventories
Storm prefab changes, render alignment to Local, initial speed to align with new direction and come at camera
Removed old non-timesliced POI reset path and console command
Metal is now default graphics API on Mac
DirectX12 is now a supported graphics API on Windows, but is not set as default
Updated Russian localization for statUndeadDamage to clarify the direction of damage in relation to undead entities
Updated stun baton to not ragdoll zombies when Nerd Tats buff is active and not using a repulsor mod
Fixed close SFX when looting an air supply
Sleeper volumes to never respawn instead of at 30 days if loot respawn is set to never
Increased animal and zombie falling damage when in ragdoll
Fixed
Lab zombie excessive arm ragdoll after death
Zombies being crippled would not change their walk type until they jumped
Zombies would lose their crippled walk when crouching ended
Celebrate and Headshot modes now do not affect passive animals
Animals could climb ladders or float on ladders
AI would try to jump when at their move destination and it was off the ground but within their reach
Updated Zombie Boar and Grace with missing zombie tag
ExperienceGain property in the wrong location for zombieSteveCrawler
3rd person Shovels are slightly offset
Pickaxe 3rd person pose was clipping by default
Ally status gets automatically removed
Hot and Cold weather screen effects do not persist on relog
Disconnecting players would not drop their tool belt items if attached to a vehicle with drop on quit
Auto-complete harvest challenges when harvesting is disabled
Data Management Client Player names are EOS strings
Players moving up stairs can get stuck or slowed going through a doorway
Shotgun Messiah Vol 7 perk not working
Smell does not fully clear in water on clients
Player smell values were not being saved properly
Smells remain after smells are turned off
Physician perk not working client to client on dedicated server
First aid kit and sewing kit not working on client to client heals
Striking a tree as a client causes an ArgumentNullException
Players can use the copy shape command to by-pass and use bulletproof glass shapes
Guns don’t reload fully if ammo is split between tool belt and backpack
Character creator doesn’t catch same names with different casings, throwing an NRE
Honey Tea, Honey Brisket, and Honey Glazed Sham count towards the Infection challenge
Honey Tea counts toward the Dysentery challenge
Smells from multiple players was using the farther player for AI notification
Tagging issue to allow Breaching Slugs to work on Treasure Map Chests
Updated logic on biome hazard reducers to allow speed boost when biome progression is off
Jumping above a zombie will frequently cause them to enter destroy area mode
Repair tools no longer contributes to the scrapping challenge
Ragdoll of players is not respecting set duration and now uses half the duration an AI would receive instead of always 1 second
Changing the RWG Preview Quality has a high chance of crashing Steam Deck
Chunk biome decoration did not mark the south neighbor chunk’s area as occupied
Grass heavily bleeding into asphalt when placed outside of roads
Rarely chunk decorating could throw a biome data error, blocking chunk updates and then the world may not reload
Moon cloud glow was not centered on moon
Fixed water meshes using legacy generation logic in builds. Activated NEW_WATER_MESH define by default. This improves water mesh generation behavior and performance
Frequent memory cleanup hitches while chunks generated
Sleepers had too short of a kill off timeout
RWG residential tiles were often in town centers instead of commercial
Terrain missing near water
Chunks regenerating after delayed updates may not update all layers in the same chunk
Error during RWG gen when POI prefab XML doesn’t have the PrefabSize property
Height map processing doesn’t allow for lowering terrain height and copies heights incorrectly for prefabs with blocks below the ground level
RWG preview error with street tile stamp if missing road shape
Flipped localization for Left/Right tall guardrails
Electric Fence Post rotation goes out of alignment
Multiblock helper rotation would sometimes not visually match placement rotation
Trees sometimes don’t fall over or make a sound when harvested
Misaligned verts with pipe_corner
Issue that would hide faces on arch_curve_top_double_bottom
Ensure non-support blocks fall properly during building collapse
Volume balancing on some Trader Hugh lines
Vending machines are missing interaction SFX for other players
Pipebomb and dynamite ignite sounds play once when using the item, and a second time when the item is thrown
SFX for landing fired more than once when playing in Multiplayer
Pump Shotgun sound effects didn’t play in 3rd person
Grenade pullpin SFX was triggered more than once when pressing the RMB
Stun baton didn’t play the right SFX (according to its charge level)
Removing Land Claim didn’t play the corresponding SFX
Loud volume of trees falling
Recog grab and place SFX liquid when should be pills
Lower volume when firing an AK-47 or M60
Item_stack controller rounds fractional pixels to floor int
Editor save not triggering when only door lock state has changed
Added guards to chunks during copy that may have been unloaded from chunk sync
Wrong casing in gameevents.xml for twitch_blastResist
Replaced second onSelfBuffStart trigger for Drone Buckethead gameevent with onSelfBuffUpdate
Gravity actually resets between different worlds
Set PumpShotgun and LeverActionRifle to use fixed speed instead of ReloadSpeed parameter
Playstation DualSense Edge controllers are now recognized and supported on Windows and Mac via USB, and Linux support via SDL is unconfirmed but may work
Connecting a Dualsense controller on windows after the game starts now still gets trigger effects
Trader quest tier reset when all quests are done could happen early or not at all
Debug screenshots no longer include Tile information
Player armor visually unequipped on death
Prefab Editor: Highlight Blocks auto re-enables when loading a POI
Fixed issue with KeepOpen packets and TwoWayDictionary can now manage mutable hashes (e.g. TileEntities)
Multiblocks that cross multiple chunks could cause stability issues
Forward holding positions cause pauldrons to clip badly into the arms on the Samurai Outfit
F11 debug block info very small when running high resolution
Vehicle lights are out of sync and sometimes turn back on
Buried Supplies generate in POI bounds causing fail on activation
XP Modifier was using the wrong value set
Water in RWG maps can initially be missing
Changing ammo type mid-reload plays broken reload animation
PS5: Server Browser List can cause “Rate limit exceeded” TRC check warning
Unable to undo “replace paint” action in prefab editor
Cannot zoom in close on borders of Navezgane map
An issue that could duplicate items in vehicle inventories