7 Days To Die Patch Notes For Alpha 21 Update
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7 Days To Die Patch Notes For Alpha 21 Update

Jan 31, 2024

7 Days to Die is an open-world game that is a combination of first-person shooter, survival horror, tower defense, and role-playing games. Whilst this isn't necessarily unique compared to several more survival games out there, like DayZ, or Sons of the Forest, 7 Days to Die is unique in that it is developed not by a huge company, but a small dedicated group of highly experienced Game and Software developers, all working under the name of 'The Fun Pimps'.

But like any game, even ones in early access like 7 Days To Die, it has regular updates, and fans (millions of them) want to know what changes are made when every new patch or hotfix is released. That's where we'll hopefully come in. We'll be keeping you up to date on the latest patch notes for the game.

Read on for the latest news and changes as we approach the launch of 7 Days To Die Alpha 21.

Below is where we'll keep you up to date on the latest patch notes and changes to 7 Days to Die in 2023:

Developer Comment

It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date.If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre.

Environment Art

The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.

Ramp Kits

Platform Kits

Wall Kits

Trader Location Props

Military Props

Biohazard Props

Nature Props

Doors

Signs

Industrial Props

Commercial Props

Church Props

Medical Props

Construction Props

Furniture

Lighting Props

Static Vehicle Props

Wall art

Player Vending Machine

Workbench Workstation

Forge Workstation

Chemistry Workstation

Campfire Workstation

Hero Loot Containers

Graphic Design Art

The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.

Food Labels and Posters

Calendars

Wall Art

Schematics

Tractor Logo

Trader Flag

White River Flag

Liquor Packaging

Magazines

Workstation Elements

New Doors

Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!

Loot Container Changes

When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.

World Water

We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.

Hazards

The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.

Gore

More zombies now utilize the new gore system.

New & Overhauled Locations

Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.

All Trader locations have been entirely reworked with custom art

There are over 75+ pure new questable POIs

Most POIs (Nearly 400) now support the new Infestation Quest type

New parts & RWG features – Roadside POI spawns

Navezgane has gotten a quite a bit of updates

Terrain updates

New POIs added

perishton_city_blk_01 through 05 (Overhauled Tiles)

perishton_city_blk_06 (New Tile)

perishton_tunnel_01 & 02 (New Remnant)

departure_city_blk_plaza (Overhauled Remnant)

More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:

Tier 5 POI's

apartments_02 – "Vanity Tower" (New)

factory_01 – "Shamway Factory" (Overhauled)

house_modern_23 "Dr. Karen Higashi Residence" (Overhauled to Tier 5)

hospital_01 (Overhauled)

installation_red_mesa (Overhauled to Tier 5)

nursing_home_01 – "The Last Sunset Nursing Home" (New)

prison_01 – "Navezgane Corrections" (New)

prison_02 – "Navezgane County Jail" (New)

Tier 4 POI's

bowling_alley_01 "Pineballs Bowling" (New)

downtown_strip_04 – "Joe's Junction" (Overhauled to Tier 4)

house_modern_24 "Jeffelon Zuckergates Estate" (New)

junkyard_01 "Ecotrash Recycling Center" (New)

roadside_checkpoint_01 "NDC Checkpoint One" (New)

roadside_checkpoint_03 "NDC Checkpoint Three" (New)

roadside_checkpoint_04 "NDC Checkpoint Four" (New)

roadside_checkpoint_05 "NDC Checkpoint Five" (New)

utility_electrical_co_02 – "Hybrid Energy" (New)

Tier 3 POI's

apartments_03 – "The Bend Apartments" (New)

army_camp_04 – "Fort Razor" (New)

bowling_alley_02 "Ballzstrike Bowling" (New)

commercial_strip_03 – "Vick Garrison's Pedipawn" (New)

countrytown_business_11 – "Midway Clinic" (New)

countrytown_business_12 – "Jim & Tim's Bullets and Booze" (New)

country_junkyard_02 – "Atlas Metal Co." (New)

commercial_strip_05 – "Elzner's Emporium" (New)

downtown_strip_12 – "NFD Downtown HQ" (New)

fastfood_06 – "The Burgcaneer" (New)

gas_station_12 "Pass N Gass Plaza" (New)

house_modern_26 (New)

motel_04 "Greg's Motel" (New)

office_05 – "Tri-Med Group" (New)

office_06 – "Abandoned Office Building" (New)

police_station_03 "NPD 3rd Div." (New)

post_office_02 "Post Office #2" (New)

radio_station_01 "KZL Radio Station" (New)

ranger_station_01 – "Ranger Station Alpha" (Overhauled)

ranger_station_07 "Ranger Station Golf" (Overhauled)

rest_area_05 "The Road Gentleman Truck Stop" (New)

roadside_checkpoint_02 "NDC Checkpoint Two" (New)

school_daycare_02 "Poopy Pants City Daycare" (New)

store_discount_01 "Three Dollar Store" (New)

utility_substation_01 "Hybrid Energy Substation #1 (New)

warehouse_08 "Johnson's Warehouses" (New)

weigh_station_01 (New)

Tier 2 POI's

apartments_04 – "The Budget Borrows" (New)

bank_01 – "Piggy Bank" (Overhauled)

cabin_13 "The Gladue Residence" (Overhauled)

cabin_17 "The Engall's Residence" (New)

cabin_18 "Our Best Moments" (New)

commercial_strip_04 – "Smorgasbord Square" (New)

downtown_building_04 – "Blaze & Burns Offices" (New)

downtown_building_05 – "Bombshell News" (New)

downtown_parking_lot_01 – "Downtown Evacuation Point" (New)

farm_14 – "Hersh Farm" (New Tier 2)

fastfood_07 – "NEW Mamma Pizza" (New)

house_burnt_02 (Overhauled)

house_modular_04 – "The Wagner Residence" (Overhauled)

house_old_tudor_04 – "R. Thornbury Residence" (Overhauled)

industrial_business_08 – "P&B Machining Co." (Overhauled)

parking_lot_02 – "Mobile Field Hospital" (New)

radio_station_02 "ZMB Radio Station" (New)

ranger_station_06 – "Ranger Station Echo" (Overhauled)

rural_outdoor_wedding_01 "Bell Lake" (New)

roadside_restaurant_01 "The Wagon Diner" (New)

school_daycare_03 "Fun-Gi Daycare" (New)

store_bakery_01 "Ma Baker & Sons" (New)

utility_substation_02 "Hybrid Energy Substation #2 (New)

Tier 1 and Remnant POI's

church_02 "Old Creepy Church" (New Tier 1)

countrytown_business_10 – "Bobcat Bar" (New Tier 1)

fastfood_05 – "Beavers" (New Tier 1)

fastfood_01 – "Prowlin Petes" (Overhauled Tier 1)

fastfood_02 – "Hurry Harrys" (Overhauled Tier 1)

fastfood_03 – "Blue Birdie" (Overhauled Tier 1)

house_construction_04 "Deracinated Domicile" (New Tier 1)

house_modern_25 "Rosilyn Residence" (New Tier 1)

house_modular_05 – "The Gilbert Residence" (Overhauled Tier 1)

house_modular_07 – "Spark's Place" (Overhauled Tier 1)

motel_05 "Motel Eight" (New Tier 1)

park_02 – (Overhauled Remnant)

park_03 – (New Remnant)

parking_lot_03 – "ParKing Lot" (New filler)

park_basketball (Overhauled Remnant)

radio_station_03 "KZZ Radio Station" (New Tier 1)

ranger_station_02 – "Ranger Station Beta" (Overhauled Tier 1)

ranger_station_03 – "Ranger Station Charlie" (Overhauled Tier 1)

ranger_station_04 – "Ranger Station Delta" (Overhauled Tier 1)

ranger_station_05 – "Ranger Station Foxtrot" (Overhauled Tier 1)

remnant_burnt_09 (Overhauled Remnant)

remnant_burnt_10 (New Remnant)

remnant_downtown_filler_03 (New Remnant)

remnant_waste_18 "Pristine Health" (New Remnant)

remnant_waste_19 "Wasted Office Suites" (New Remnant)

rest_area_01 (New Remnant)

rest_area_02 (New Remnant)

rest_area_03 (New Tier 1)

rest_area_04 "Buy N’ Go Rest Stop" (New Tier 1)

store_grocery_04 – "Moe's Grocery (New Tier 1)

store_grocery_05 – "Boe's Market" (New Tier 1)

store_grocery_06 – "Joe's USA (New Tier 1)

survivor_site_05 – "Mercy Point Camp" (Overhauled Tier 1)

survivor_site_06 – "Hog Foot Village" (Overhauled Tier 1)

survivor_site_07 – "Camp Carhwal" (Overhauled Tier 1)

survivor_site_08 – "The Simmons Shanty" (Overhauled Tier 1)

survivor_site_11 – "Cabin Retreat (New Tier 1)

utility_substation_03 "Hybrid Energy Substation #3 (New Tier 1)

wilderness_filler_01 "Shady Slaughter RV" (New Filler)

wilderness_filler_02 "Eerie Echoes Campsite" (New Filler)

wilderness_filler_03 "Hermit Hollow" (New Filler)

POI and Biome Difficulty Improvements

When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader.

When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.

Forest – 0

Burnt (Navezgane Only) – 0.5

Desert – 1

Snow – 1.5

Wasteland – 2

The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.

With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.

We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.

POI Localization

Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.

Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.

Infestation Quests

We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.

Random World Generation Update

Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It's not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen.

The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.

Many notable improvements include:

RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.

Merging highways between gateway tiles and township rural tiles has been added

A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI's don't repeat too often.

Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn

Road smoothing has been greatly improved.

A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.

A "New Game" button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.

Chunk Reset System

We’ve added a new advanced game option called "Chunk Reset Time". Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don't have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.

In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.

The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.

Survival Rebalance

To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.

Boiled water now requires a cooking pot to craft in the campfire.

Most "clean" water and drinks have been extremely lowered in loot.

A new Dew Collector workstation has been added to provide clean drinking water.

Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.

Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.

Players can place multiple Dew Collectors

DewCollectors must have a clear view of the sky.

Bars and other "see-through" shapes are acceptable to be placed above.

Drink Vending machines have had quantities increased including specialized drinks.

Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.

Crafting Skills System

Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.

The Crafting Skills System solves two issues:1. Players won't be able to skip the progression of tool and weapon tiers.

Previously, players could max out a perk's crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.

2. Removes the crafting unlocks from perk classes

Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.

The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.

Perk Overhaul

With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.

Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.

Flurry of Blows has been moved into each Attribute as a new perk.

Perception: Quick and Perceptive – Increases the attack speed of spears

Strength: Big and Fast – Increases the attack speed of clubs and sledges

Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons

Agility: Whirlwind – Increases the attack speed of knives

Intellect: Calculated Attack – Increases the attack speed of batons

Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.

Master Chef allows players to cook faster with each level.

Lock Picking moved to Intellect

Grease Monkey grants the ability to use fewer repair kits when repairing vehicles

Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.

Vehicles also take more damage when hitting objects or taking hard landings.

Perk Book Reworks

Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage

Spears have a 25% chance to cause bleeding damage.

Spear Hunter Vol 4 changed from Strong Arm to Kill Move

Power attacks do 50% more damage to downed targets.

Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft

Power attacks now penetrate and damage multiple enemies.

Spear Hunter Complete

Primal Kill: Kills with spears refill your stamina.

Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire

Aiming from the hip with greater accuracy can save your ass in close quarters situations.

Batter Up Vol 2 changed from Gear to Stealing Bases

Sprinting with a club drawn in combat uses 20% less stamina.

Batter Up Vol 6 changed from Bat Unlock to Foul Balls

Power attacks with clubs have a 20% chance to ragdoll enemies.

The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush

Find 10% more dukes and old cash

The Great Heist Complete

Find 20% more lockpicks in loot

Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage

Mining tools do 10% more block damage.

Perception and Spear Overhaul

It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads.

Recipe Tracker

Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.

Crafting Quality Selection

It's likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.

Loot Balancing

Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines.

Starter Quest

The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.

HUD-less Mode

For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to "picture" mode that hides ALL HUD elements. Pressing F7 a third time will go back to default.

Spawn Near Backpack

In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.

Vehicle Damage

Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.

Repair kits repair a fixed amount of damage instead of all vehicle damage

New blood splatter when hitting entities

Improved ragdoll hits and can cause dismemberment on hit entities

Additional spark effects when hitting blocks

Improved block collision damage calculations

Wandering Hordes

To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.

Twitch Extension

We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.

Performance & Optimizations

Unity version update

Window block optimizations

All Windows have been converted to shapes which are more performant.

Full windows downgrade to broken.

Broken and Empty windows upgrade to Full.

Only Full windows can upgrade material.

Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.

Trees (adjustments to meshes and settings for better performance)

AI can handle more zombies by throttling their activity based on distance to player

AI pathing can handle many more paths per second

Less memory use

A variety of other small performance optimizations

Networking Improvements

Greatly reduced network traffic

Entities have variable update rate based on distance

There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.

Server Administration and Multiplayer

WebDashboard

The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.

This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.

If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:

Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0

The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{"command": "command to execute"}’

There are new config options related to the dashboard:

‘WebDashboardEnabled’ toggles the whole system on or off

‘WebDashboardPort’ specifies the TCP port to run the interface on

‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty

‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.

Mumble Positional Audio

Alpha 21 brings support for Mumble's Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page.

Other changes

Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command

Added "teleportpoirelative" / "tppr" command to teleport to relative coordinates inside the current POI

UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like "MyData/Saves" would refer to the "<game root>/MyData/Saves")

Serverconfig.xml changes

Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’

Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above)

Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled

Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff

Changed: ‘AirDropMarker’ defaults to enabled now

Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now

Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System)

Modding Notes

Game updated to Unity 2021.3.19

Updated HarmonyX to 2.10.0

Added a popup to the main menu when mods with custom code were found during loading but EAC is active

Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification

Support for new XML patch operation "csv":

Manipulate elements like tags

Requires attribute "op" being either "Add" or "Remove"

Optional attribute "delim" containing a single character. If not specified defaults to comma ",". Has to match the delimiter used in the list you want to patch

Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified

Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. "ammo*" to match all names starting with "ammo" instead of an exact match

Adding does skip names that are already in the patched list, e.g. patching "sight,movement,melee,bullet,arrow,rocket" with adding "player,bullet" would only add "player", not "bullet" as it is already in the old list

Block class PlantGrowing with IsRandom set to true:

Now works in unloaded chunks

‘PlantGrowing.GrowthRate’ property defines the mean value

New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25

XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines

News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met

Changed code loading:

A single DLL can now have multiple IModAPI implementations

Multiple DLLs are supported for IModAPI and game classes

All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods

Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer

New console command ‘damagereset’ to repair all blocks in a POI

Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save

Game launcher now supports the new arguments ‘-logpath <folder>’ and ‘-forceeac <on|off>’

Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its "Show launcher everytime" option)

World's prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them

Quests above tier 5 no longer show as tier "I" but instead use the correct roman number

Localization files are tested for a valid header line and show appropriate errors

XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’

XUi detection of style references vs strings just starting with "[" and ending in "]" was fixed so that e.g. an text attribute can have values like "[FF0000]Red text[-]"

Changes for mods with custom code doing custom I/O:

We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an "Sd" prefix (shorthand for "save data" – and/or "seven days" if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines:

Make sure to not hold the streams open for too long.

Keep file sizes small if possible.

Reasons for this change include:

To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream.

Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over.

Changelog including b308:

Added

Screenshots are automatically copied to clipboard in addition to saving to file (Windows only)

Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated

Block LODCullScale which adjusts the calculated value

Prop LOD groups are all set to crossfade

Cement mixer rotates when crafting

Biome entities will despawn when a close dead player respawns away and no living players are in the area

Vehicle particleOn, particleDamaged, particleBroken properties

Bicycle crank sparks at high damage and loses chain and smokes when broken

Motorcycle on/damaged/broken particles

4×4 on/damaged/broken particles

Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies

Opening the shapes selection window the first time starts with the basic shapes filter selected

Players can float up higher out of water if moving into a low slope or plate block

Lower swim speed when exhausted

Allowed sprint swim in all horizontal directions

Players slide around while standing on AI entities

Forge tools are shown based on tools in slots

Forge flames are bigger and brighter when crafting

Added ability to override the upgrade of the new shape based windows

Debug menu adjusts to screen resolution

Debug menu adjusts with UI size

Transparent broken glass for block shape windows

Gfx resetrev console command

GlassCracked.mat and textures for abandoned vehicles glass

StoreGlassCracked.mat for props with broken glass

Remove sound capability from action sequence block adds

Twitch Creator Goal support for the Custom Events

Property to disable the auto creation of channel point redemptions.

Twitch Bit Price Discount option

Parse Localized String option for DynamicProperties

Streamer Only targeting for Twitch Actions

Allow selecting offline mode when EOS servers give unexpected errors

Roadside Tile Support

Shapes menu supports favorite shapes

Terrain Tool size adjust sensitivity changes with size

Terrain Tool shrink mode (secondary action)

Terrain Tool grow mode is 4x sensitive with shift key

Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them

Terrain Tool grow and shrink can be undone

World entity activity throttling system

AI spawn max allowed is increased for blood moon and sleeper volumes

Wandering hordes have a bonus chance to get loot bags from a few of the enemies

Option for no advanced RWG generation map preview

Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier

New Twitch Bit Actions

Leaderboard Stats for Twitch

More "Trolly" bit actions that streamers can opt into

Explosion kills can trigger buff effects

Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues

Autoshare quests in parties

Multiplayer Party UI Sounds

ItemActionDynamic Range property instead of hardcoded 2

Twitch Presets for Actions, Votes, and Events

Reflection probe updates when camera turned

Reduced reflection probe intensity when reflected shadows are off

Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names

Inline water check with area on stamp creation

AllIsWater check as opposed to OverlapsWater check for various logic

Ability to turn on/off gateway spawns in a township

Line breaks to Robotic Drone description for better formatting

FallingBlock, fallingTree and item to entityclasses xml

Entityclasses xml UserSpawnType None, Console, Menu

Warnings when prefabs in a world are placed outside the world bounds

Mutated zombie projectile radiation pools cause brief radiation damage to player

F3>Player now also shows coordinates relative to the currently surrounding POI

Support for biomes.xml bloodMoon weather values and added values for the 5 biomes

Ragdolls from death have a short time they can still collide with vehicles

Vehicle hits can cause dismemberment

The vehicle driver is awarded some XP for killing entities

Vehicle blood splatter when doing high damage collisions with entities

Vehicle sparks on bigger self damage hits

Cabin_17 (T2 clear, fetch, infested) (Earl)

Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10%

Location UI anchored at top right above quest tracker

New commercial door variants (Single/Double) with window and handles on both sides

New perks to each tree that govern how fast your attack speed is

Prefab Editor: Copying block to toolbelt copies damage state

Updated lightLOD script with a toggleable option to match emissive material colors to the light color

Gamestage modifier for Biomes and Quests

Twitch Hype Train Custom Event Support

Quest Hints for the Quest Tracker to help with the starter quests.

ParticleEffect supports attaching to body parts

AI corpse targeting randomly ignores corpses if an existing target

Apply status buffs when disabling AI/Animations

Trader "Reading Materials" category for books, magazines, and mod schematics

Zombie corpse eating blood particles

POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected

BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested

Sleeper r <group name> sets override on all volumes

EntityCoverManager, Update cover manager to reserve and then use cover positions.

AI dodge task and anim controller support

Dodge added to bandits

Party SFX and Twitch SFX

Control zoom sensitivity (mouse) decreases with the amount of camera zoom in

Control zoom acceleration and control settings option

Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)

Graph console command and removed graph commands from gfx

Zombies will eat animal corpses

AI eating corpses does corpse damage

The map and compass now support displaying your three previously dropped backpacks

Twitch Donation Sound

Player swimming exhaustion when stamina is zero

Player swimming run increases stamina use

Out of stamina message when stamina reaches zero

Gyro Pitch Up and Down to the Brake and Hop control localization

GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support

Player swim up boost when feet on ground

Missing xml file for part_logs_set POI that was causing an NRE in RWG generation

Twitch Custom Events for charity donations for streamers

Quest Objective for game event

Player crouching makes you swim down

Falling block starts with random angular velocity

Explosions set falling block velocity and spin

Creative Menu block/item xml name to tooltip

Wait actions for game events based on Requirements.

Prefab Editor Thumbnail Guide

Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways

GetHeight function to prefabs to get the height at a given position within the prefab

Distance "runup" that will help control the direction that a highway connects to a township's gateway

Specific draw method for biome stamps

More threading for more items to help keep the generation speeds down

New game button to generation to allow players to immediately play the map they have generated without having to remember the map name

Base code to have roadside intersections

Occlusion tracks skinned renderers

Props changing to a worse damage state will play sound and particle on an optional FX object

Plate Counter Square Hole to the shape menu for use with Gas Stove

End Twitch Cooldown action and spawning a flock of vultures

Player hands can interact (E) with water in the world to drink murky water

Added new "agemap" console command: outputs debug texture displaying chunk age/protection/save status

World editor improvements for visual ease of use no fog and no biome specific spectrums

Clear button added to text fields

Tiered infested loot containers to all POI's flagged with the infested quest tag

SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode

Simplified entitygroups xml format

Added new "expiryinfo" console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire

Se console command has an optional count parameter, player id of 0 uses the local player and updated help

Missing localization for buffEnforcerCriminalPursuit

Kickstarter backer names to POI's

Added forced culling of saved chunk data on servers based on a configurable save data storage limit disabled by default; can be enabled via a new "savedatalimit"/"sdl" console command

Block xml "shapes" attribute if not "All" will only make shapes with a matching "tag" attribute

Wall Volumes for level design to block areas they don't want the player to move to

Utility Store Crate random loot helper to be used in mechanical themed areas

Ragdoll action scaleY param for vertical hit control

Server browser now shows warning when results hit the search limit

Sleeper Volumes can now be triggered by the BlockTrigger system

BlockShapeNew can have transparent sides with opaque sides

Preview mesh can show transparent part of combined block mesh

Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced.

Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared.

Trigger Volumes for the Block Trigger System

Info Volumes for Entering POI Message System

Volume tab to Level Design Tab

Destroy_on_close option to not destroy container if not empty

Block DowngradeFX property

Allow to block incoming text/voice chat from individual players through the player list

New button in console window to open the folder with the log files

Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state

Block shape mesh data sharing

Zombie dog electrocution animation

Block xml command dropextendsoff

Block MeshDamage entry of allows for no damage mesh

Block stage 2 health

Sleeper draw console command

Changed

Wrench, ratchet and impact driver don't play harvest hit effect

Sleeper volumes skip past spawning when max server sleepers reached

Adjusted video object quality setting to have less variation

Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose.

Disabled trader's controller so it won't move them

Disabled traders being hit

Turned on Airdrop markers by default

Increased supply crate smoke on ground to 4 minutes

Debug menu starting position to not overlap menu buttons and adjusts to screen resolution

Debug menu dynamic music lines to start with DM

Debug menu World Entities to show local animal, bandit and zombies counts

Optimized mesh tangent calculation

Updated graphics default preset detection for recent GPUs

Optimized terrain voxel mesh array handling

Optimized water voxel mesh default array sizes and the adding of mesh data

Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn't allow for a 1:1 replacement. These items will have to be hand swapped by modders.

Updated damage decal normal map and albedo textures

Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay

Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map

Sleeper volume spawning includes game stage of other players in the POI

Improved terrain decal mesh gen to process less data

Improved voxel mesh array handling

Improved car block ground alignment

World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome

Updated toolTerrainModelerAdminDesc with new control tips

Switched graphics SSR reflections to a new system and added Ultra setting

Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better

Marking an item as favorite in the creative window no longer switches back to page 1

Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap

Terrain Tool shows green for grow and red when shrinking

Terrain Tool works at longer distance

Command getlogpath now runs on the client and has a default permission level of 1000

Terrain Tool remove mode to shift + secondary action

Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code

Updated player skin shader with SSS translucency and emissive for improved skin shading

Improved distant terrain info memory handling

Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI's

Improved jiggle performance

Prefab Editor POI Browser list is now left justified for easier reading

Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost.

Tweaked DMS to allow combat music to bypass the "daily time allotted" frequency limit and play immediately in threatening situations.

Moved spawn menu camera raycast 2 meters higher when player is in vehicle

Lowered spawn menu destination y offset to .25

Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller

Updated the Console Window to use the UGUI framework for improved memory performance

Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies.

Standardized player door HP values and crafting recipes

Improved Grace material and texture settings

Master Chef Level 1 Use 20% less of a recipe's main ingredients and cook 40% faster

Master Chef Level 2 Adds a chance to find meat in dumpsters and cook 60% faster

Master Chef Level 3 Use 40% less of a recipe's main ingredients and cook 80% faster

Physician Level 1 Splints and Casts cure sprains instantly

Physician Level 1 Treated Critical injuries heal 15% faster

Physician Level 2 Treated Critical injuries heal 25% faster

Physician Level 3 Treated Critical injuries heal 50% faster

GetStreetTile uses random order pick for prefabs that do not have a min/max count

StreetTile Wilderness POI spawn now retries a few times when it runs into an issue

Cleaned up UsedPrefabsWorld order of operations

Order of operations on wilderness poi spawning and path/terrain smoothing

Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7

All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed)

Removed acid ingredient from Can of Sham recipe

Can of Sham recipe is now only 1 craft at a time with a much lower craft time

Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10

Charismatic Nature level 1 Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated)

Charismatic Nature level 4 Allies/Party members find 10% better loot

Charismatic Nature level 5 Allies/Party members find 20% better loot and receive +1 to all attributes

Vehicle hit damage from entities to be the inverse mass ratio

Adjusted vehicle health (decreased except for 4×4)

Increased vehicle collider bounciness

Improved vehicle hit forces on ragdolls

Repair kits restore a fixed amount of vehicle heath

Greatly increased vehicle block damage and self damage

Improved vehicle block collision damage calculations

Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde

Increased vehicle block, terrain and entity damage given and received by various amounts

Optimized RWG stamp drawing

Optimized RWG water map cleanup

Optimized RWG SmoothStreetTiles

Optimized RWG water map creation time

Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead.

Optimized RWG smooth road terrain, improved smoothing method and does many more passes

Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability.

Optimized imposter generation speed

Improved prefab bulk console command

Improved AI finding screamer spawn position

Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders

Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests

Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles

Localization and display values of Grandpas Moonshine to better align with buffs received

Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways

Players now start with 2 jars of water

Improved blood moon, screamer and wandering AI finding spawn locations

Basic light bulb recipe now requires a headlight in the recipe

Improved AI corpse eating positioning

AI corpse targeting to have less range and last longer

Removed Reading Materials from the Mods category in trader inventory

Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building

Removed "Building" category in trader inventory and moved items/blocks to Science or Decor

Removed "Chemicals" category in trader inventory and moved items/blocks to Science

Reworked trader inventories to provide a better mix of items for sale

Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one

Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories

Removed legacy save migration code that moved saves from documents to appdata.

Hunter's Journal vol 7 now refers to humanoids and zombies

Improved zombie corpse eating to target belly and move smoother

Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers

Improved PassiveEffect xml parsing

Improved White River and Trader flag albedo and alpha clip

Removed attacks per minute penalty from melee tools and weapons

Removed random attacks per minute from melee tools and weapons

Removed random stamina loss from melee tools and weapons

Removed random magazine sizes from ranged weapons

Removed random rounds per minute from ranged weapons

Sleeper volume counts allow decimal scaling

Sleeper console command to have list/listp parameters and help

Moved sleeperreset console command to sleeper r

T3 chests are now 5000 HP and T4 chests are now 7500 HP

Moved Lock Picking skill to Intellect

Craftsmanship Perks renamed to General Intellect Perks

Updated White River Flag with new design

Updated cloth shader with alpha clip for frayed flag edges

Control sensitivity UI increments to .01

Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies.

Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina.

AI being hurt always switch if current target is dead

Adjusted AI target/corpse settings

Increased mutated zombie damage

Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable

Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems.

Spawner gamestage xml will spawn nothing if current GS less than first GS

Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde

Wandering enemies do not spawn near or just after a blood moon

Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit.

Rule One Cardio affects swimming run

Adjusted Grace's attack range/damage, health and experience

Updated localization for cloth shape description

Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings

Improved road asphalt textures

Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker)

Cleaned up swimming and head in water handling

Separated handling of player camera and head in water

Rewrote entity and camera in water checks

Improved water shader to show surface when under water

Adjusted player water height that starts swimming

Improved player swim movement (speed based drag)

Increased player swim speeds

Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated

Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients

Optimized Chunk SetBlock

Improved Block "has child parent" error logs

Re-added the missing Shamway safe to factory_lg_01

Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well.

Explosion falling block spawning rate to every x instead of random

Falling block mass, drag and cube collider scale

World global ambient balance

Creative menu sorts when no filter set

Reduced boar and dog large collider lengths, so they get stuck less

Cleaned up AI stopping pathing

Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found

SpawnTrader block is now using the female mannequin model and icon for easier placement

Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader

Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands

DescriptionKey of Candelabras since they are no longer setup as lights

Tile objects are now selected based on the exits set on individual street tiles

Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships

District layout is now more accurate

Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other

Cleaned up animal anim controller sleeper handling

Item actions with Hitmask_override support all values and combinations

Added missing water stat to sham chowder

Improved occlusion settings

Increased occlusion render precision

Improved occlusion depth culling

Improved explosion dismemberment to handle multiple body parts and corpses

Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals

Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals

Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water

Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft

Murky water does 5 health

Boiled water requires a cooking pot

Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader)

Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5

Removed 5 water stat from Corn Bread

Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer)

Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points

POI safes now downgrade to open versions when empty

Removed BlockShape IsTransparent so only the Block's Collide "sight" matters

Prefab inside data to smaller memory format

Removed plant class from treeAzalea since they are just deco, don't have a growth cycle, and to prevent IOOR errors when they are used in POI's

Yucca juice now requires 1 water and 1 yucca

Removed drinks from cabinets and cupboards

Removed "clean" water from most loot

Tea, coffee, and yucca drinks are now very rare in most loot groups

Removed drinkJarPureMineralWater from water coolers and jugs

Blue "water" barrels are no longer lootable

Adjusted vehicle loot to no longer skip T0 tools and weapons

Reduced the amount of gas found in loot

Removed obsolete blocksA16PrefabConversion.xml from the project

Lockpicking is the default action for pickable chests

Reduced all drinks found in loot by 50%

Reduced all clothing found in store loot

Optimized block rotation calculations

Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip

Updated book bundles with new book names

Optimized occlusion shadow caster handling by skipping when initially added

Heavy armor UI template to show new armor values

Removed <property name="Stairs"/> from shapes.xml as it is no longer needed

Se console command spawns .3 higher

Kill console command will not kill entities spawned during the kill loop

Updated Window Store shape set to prevent Z-fighting

The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting.

Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab

Removed path grid drop down not connecting if solid block

The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting.

The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes

Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain

Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name

Volume 3 Steel spears now adds a 25% chance to cause bleeding damage.

Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes.

Adjusted ragdoll min/max angles

Art of Mining completion perk now grants 20% more ore instead of 20% more damage.

Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting

Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina

Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes.

Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes.

Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close="empty" and DowngradeFX

MaxRepeatRate set to 0 for refrigerator running sounds

CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props

Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound)

Improved ragdoll to animation blending

Reduced delay between a chunk being changed and those changes propagating to the visual mesh

Reworked quest reward vehicle bundles to guarantee one of the major vehicle components

Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery

Optimized zombie animation state transitions

Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot

Removed the action of getting a jar or can back after eating/drinking

Removed the ability to scrap food items

Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5

Most recipes now use water instead of murky water

Removed jars and cans from recipes

Removed snowball murky water recipe

First Aid Bandages use Bandages instead of cloth

Removed xml settings for projectile collisions on candelabra

Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues

Adjusted colliders on coffee table shape to help prevent projectile issues

Cleaned up zombie anim sleeper transitions and cripple/leg triggers

"Boiled Water" to "Water" and updated other references to the boiled version

Updated xml for all perk books to fire the 7/7 completion event sound only once

Updated all mushroom variants with new art and icons

Wires now hide when you are not holding the wire too

Water purifier mod description is more accurate

Updated pipeSmallBlockVariantHelper with new small pipe color variants

Improved BlockShapeNew rotation conversions

Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions

Updated the old tv recipes into one tv block variant helper recipe

Workbench recipe now uses duct tape and nails instead of the hammer and wrench

Reduced spare tire shine

Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression

Rebalanced mailbox loot to give a better mix of the "day 1" perk books and skill magazines

Added stability support to 5×4 door to allow building on top (Raner)

Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats

Added movement tag to collide property for both weapon bags

Updated some localization mistakes that were confusing Japanese players

Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone

Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself

Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block

Removed admin pistol kick and spread

Removed camera shake from actions if kick is zero

Wood door to use a single AudioPlayer

Updated adobe_tan block material

Secure wood door to have a state and stage 2 health of 1, so frame is left

Updated adobe_peach block material

Animation polish pass for vulture, slightly adjusted skinning on lod0

Updated drywall_creme block material

Updated granite block material

Updated granite_black block material

Reworked survivor_site_01 with new layout and artwork

Updated block plaster material

Updated business glass, bulletproof glass, and glass opaque to support new transparent shader

Updated materials and properties to support new transparent shader

TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas

Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta's

Added alpha cutoff support to Entity Tint Mask shader

Removed Legacy ControlPanel

Description of snowballs to reflect they can be thrown to distract zombies

Refactored XmlPatcher to allow adding new patch types easily

Network prioritization now applies to players in close proximity

Canceling the quest accept screen from the trader takes you back to the quest list

Add property to exclude players from nearby targeting for game events

PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5

Added a Take All option for output on workstations

Sleeper volumes to respawn regardless of current count and only be cleared when nothing to respawn

Renamed sleeper list console commands to list/listall

Improved player progression handling of received network data

Adjust default land claim count to 3

Zombie eyes with E_BP_Eye tag have SkinnedMeshRenderer rootBone set to the head so bounds follow

Fixed

Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome

Mods can be used from toolbelt

Exploit with turret camera view can be used as an xray machine

Vehicle audio transitions play multiple at once, overlap and don't play audio for terrain collision for passengers

Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects

Colors for party members are now applied to their map marker on clients

DecoManager GetDecorationsOnChunk DecoObject NRE

Terrain mesh generation could reuse old vertices or invalid indices

Vehicle placement preview has headlights on

Game crash while riding on a vehicle can pull players towards the vehicle

Docks_04 collapses when you or a zombie walks on it

Wall hugging on traders causes teleport

Burning barrel has lighter smoke particles now

ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost

Various vehicle item dupes

Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost.

TileEntityPoweredBlock cast error if missing

Closing workstation UI triggered 5 modifies which each sent a network update

Each workstation update was sending network data while idle

Apply rare ragdoll velocities rigidbody NRE

Hostile animals run forward while electrocuted from stun baton

Left hand knuckle weapon disappears if camera is locked while in 3rd person

Too many Frame Shapes in one chunk breaks it

Zombie loot bag drop attempts are triggered on chunk load

Bloodmoon zombies spawn too slow with multiple parties

Sounds not playing through Game Event Belt Tip action

Game Event Variables not handled correctly for Loops and Decision statements

BlockHealth Action can now remove custom amounts of health

TeleportToTarget action now can teleport others to the target instead

Client can not join a Prefab Editor session when the loaded prefab is too small

Large custom made prefabs can overlap other POI's

Part spawning always picks the same part

Two people lockpicking the same container can cause a bug

Player names were still showing above their heads with GUI disabled

Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting

Disappearing trees on quest POI reset

"Assertion failed" Error when activating Rally Point Marker

Reflex sight for the Tactical Assault Rifle doesn't work

Fixed performance spikes when layered music plays in the dynamic music system

Parts with different casing in name won't spawn in RWG

Falling trees did not remove occlusion tracking it

No Item Passive Effect should include placing blocks

Screamers shouldn't spawn during Boss Hordes

Optimized the twitch teleporting

Twitch Boss horde icons not showing for clients correctly

Large custom prefabs in RWG wilderness throws AOOR

Advanced RWG with Pine Forest set to 0% causes no spawn points

Spacing on Twitch "Do not allow" entries

Passive_effect match_all_tags comparing tags in reverse order

Japanese localization mistakes for Robotics Inventor perk descriptions level 25

All turrets target supply crates

Blocks stacked very high on top of POI's are partially immune to quest resets

Inactive bedrolls are not removing from quest POI's

Pressing Tab+Escape at the same time breaks the GUI

Some zombies used old feral eye material/shader

Japanese localization uses gigolo points

Japanese localization mistakes for Robotics Inventor perk descriptions

Black lines and dots on shiney materials

WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded

If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can't be blown up and grant XP per hit

Credits already scrolled up the first time opening them

Players could interact with sliding door frames

Chainsaw/auger not restarting idle sounds after refueling

Motorcycle back wheel sphere colliding and bouncing off curbs excessively

Sometimes Blood Moon fog density is too thick

Some "unlit" store signs are brighter than others

Zombies who die from walking through a fire from a molotov now awards EXP for the kill

Second player harvest blood splatter sound and effect is delayed

Several firearms have an issue with the left hand pinky

RWG biome image saved multiple times while waiting

Punching arms are flipped from 1st to 3rd person

Pain Tolerance lvl 1 prevents bleed damage

File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running.

Changing ammo types while reloading weapons desyncs animation

Visual duplication to chickens and rabbits while a sleeper volume is highlighted

Supply crates can be killed by falling trees

Player feet poke through the 4X4

Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks

Blank menu after backing out of password prompt in server browser with ESC

Mod Attachment Indicator icon doesn't update in real time when switching between items

Player isn't always seated properly on gyrocopter

UMACharacterBodyAnimator assignLayerWeights calling Animator many times

Mod Attachment Indicator icon doesn't update in real time when switching between items

Imposters having stray terrain geometry

AI pathing may fail if large height difference to target

LightLOD script now updates all emissive materials instead of just one

If a client passenger is killed in a vehicle, they fail to respawn (P2P)

Item bundle Random_item_count property not giving the proper count

Wandering AI would often not spawn due to end position being too far

Water can be exploited to avoid blood moon hordes entirely

It is possible to receive Tier Complete rewards twice.

Can no longer accept a new quest without turning in the previous one

Block destroy and impact particle prefabs having some bad life times

Armor functions at 0 durability

Turning in quests at trader closure Null Ref/game break

Placing sleeper blocks did not apply volume color

Sleeper selection boxes color issues after save/load

Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI

Dedi : Issues with having 2 fetch or clear quests at the same time

DropallOnQuit doesn't cancel Crafting Queue on Exit

Turning in quests at trader closure Null Ref/game break

Double consumables usage

Armor functions at 0 durability

Chainsaw issues with harvesting rabbit/chickens

Buried supply quest does not show circle on GLCore

You would not attach to ladders while swimming and feet off ground

Issue that wouldn't allow Treasure Hunter perk from increasing quantities in treasure chests

Issue that wouldn't allow the barbed wire mod to apply the bleeding buff to other players

Sexual Tyrannosaurus killing blow stamina bonus not granted

(Retroactive) Weather spectrum visuals now properly syncs to clients in networked games

(Retroactive) Various animation blends have been smoothed out for network clients

Set decal normal map texture type to normal

Player trying to crouch walk up a ladder usually did not attach to ladder

Player swimming up with jump was very slow

Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better

Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better

Reloadentityclasses console command being unrecognized

Falling block rotation was not set to match source block

Falling block would sometimes appear after a delay

Falling block used wrong height check for skipping damage when below entity head

Player can camera clip underground

POI remains locked when client activates quest then disconnects prior to completion

Error when trying to edit a world shipped with the game on the Xbox release

Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects

End table lamps can be used to x-ray exploit

Wood particle effects cause lag

Added destroying the block game event when the event fires

Block Game Event did not know who triggered it

Adjusted the vault hatch door collider to prevent players from getting stuck

Water is only visible from a medium distance while in underwater bases

Player can't loot anything after POI reset while in loot container

Several mods were missing materials that wouldn't allow them to be scrapped

Adjusted colliders on old chair to allow projectiles to pass under them

Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier

AI animals could get stuck moving when trying to jump at something above them and switching to look task

Fixed bug that caused dedicated servers to process updates more frequently than desired

Level Tools 2 tab in the prefab editor doesn't show correctly the the first time after loading the editor

Gameevents can now target any entity instead of only players

Harvest bar stops decreasing after power attack

Workstation overflow into inventory halves output quantity

Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set

Vending machine does not shock with Robotic Sledge

Shocking vending machine and spear problem

Typo for ductStraightSideCentered localization

Typo in questRewardBonusArmorBundleDesc

Falling block models spawned without block tint color

Player spectators triggered sleeper volumes

Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors

Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks

Animals not using sleeper pose

Entities visually turning when spawned

Zombie sleepers visually sliding upwards when spawned

ProjectileMoveScript collision forcing NotMoveable when overriding

Vehicle preview gets stuck at end of placement range

Vehicle placement motion was not smooth

Vehicle placement could show as red when initially at a good location

Several glass blocks are visible in fog

Cleaned up Z-fighting on picture_frame and picture_frame_filled

Renamed all references to stripper zombie to party girl in gameevents.xml

Crippled legs would prevent dismemberment

Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions

Twitch repair buffs do not work while on a vehicle

Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under

No more using Twitch Bloodmoon right before night time

ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names

Added <property name="WaterFlow" value="permitted"/> to several ladder type blocks and shapes to prevent them from acting as air underwater when falling

Players with non latin characters in their Windows user profile are unable to start game through the game launcher

Gun impact particles shown on lakebed instead of surface

Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks.

God mode doesn't prevent death in MP (client)

Issue with wedge narrow rail shapes hiding faces on some rotations

Tier 2 chest in Tier 1 fastfood_01

Tier 2 chest in Tier 1 diner_03

Sawmill_01 quest loot visibly clipping into vent

Spot on the roadside in Navezgane that isn't finished

Zpacks root y position was not at bottom

Path grid drop down connections now ignore checking of lower block's sides

EAC crashing the game on macOS Monterey

Using Grandpa's Fergit’n Elixir will no longer reset character level to 1

Using mousewheel to cancel hunting rifle reload skips reload timer

AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks

School Bus (short/regular) models have stretched 2d textures on the inside of the doors

Melee hit ragdolls moving in an old direction

XUi FilledSprite view not properly updating on position changes

PartSpawn in POI Marker doesn't pull parts from mod folders

Block placement overlay frame was drawn under the block's transparency

Decoration placement logic behaved differently between the first load of a map versus subsequent loads.

Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party

Voice chat fails to initiate for latest joiner to the party

EAC error after entering server password

Reenabled player reporting

Removed Volumes from F6 Spawn Menu

Reorganized buttons in Level Design Tab

Updated collider on tilt trucks to allow projectiles to pass through the sides

Updated collider on Dog House to allow projectiles to pass over the roof

Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction

Updated colliders on several fence shapes to allow projectiles to pass through them

Crawler and spider zombies standing when getting up from ragdoll

FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name

Missing comma in gameevents.xml for action_sequence "buff_greyscale"

Crawler and spider ragdolls shift back when blending out

EntityAlive updating which block it is in could use a child block value

Zombie attack animation hit timing and improved blend choices

Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory

SI issue with shipping container in gas_station_11

SI issue with shipping container in store_hardware_01

Adjusted colliders and added xml movement to prevent player clipping into candelabra

Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated

Potted plants can now be repaired with clay

Sleepers spawning on blocks that exclude their walk type would create then unload it

Zombie dance anim state delay and early loop

Removed clipping mesh on back side of 45 MPH Speed Limit Sign

Laser dot does not show when zoomed with a scope

AI long pathing in complex POIs can hang all pathing

Floating anomaly high above canyon in navezgane

Using mousewheel to cancel magnum reload skips reload timer

Missing paint in house_old_tudor_04

Z fighting on a door trim in house_old_modular_02

House_old_modular_04 is in need of a quick exit

Remnant_house_16 mispainted texture behind chimney's painting / Updated w/ new props

Loot windows will take all items (‘R’) even if an input field is focused

House_old_gambrel_04 mispainted textures in "kids" bedroom's shelves. Replaced front door foor red front door, set some sleeper volumes to active

Corrected some Japanese localization typos

The treeDeadPineLeaf looks too white when the brightness setting is turned up high

Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting

Optimize Oak Trees for Improved Performance

Set all trees to LOD shadow casting and remove shadow casters to improve performance

Server configs allowing different size maps other than the supported ones

Zombie dogs not shocked by electric fences

Cleaned up Book perk logic

Updated colliders and meshes on several stairs with railings to help AI navigation

Adjusted the colliders on road railings to allow crawlers to crawl/path under them

Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting

Adjusted meshes on siding_burnt05 to prevent Z-fighting

Added missing comma to Penetrator perk to allow it to work with spears

Adjusted the collider on Pole1m_open to allow projectiles to pass through them

Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden

Smoothed sharp edges on inside of plate_corner_round_1m

The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix)

Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position

Traders now generate items based on the supplied list, not the amount of items needed

ActionTimeChange now uses a start point to base the offset on

Fixed the rotation on newspaper dispenser

Updated rubble cement pile to not clip through blocks below

Zombie dog is running too slow adjusted blend tree so the animation plays at full play rate

The wrench, ratchet, and impact driver are using the incorrect animation for harvesting.

Not all bleed debuff have the bleed particle effects

AudioPlayer Play adding RootTransformRefEntity when not an entity

Second player harvest blood splatter sound and effect is delayed

A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1)

Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you

Unable to complete achievement Handy Man

Replaced ZombieDog with updated skinned mesh, animations, animator controller

Updated description of Cooking Pot

As a client on P2P or Dedi, if a Trader or vending machine has 2 copies of a magazine for sale, you can buy 3 using the W key.

Selling less items than the bundle size will no longer give you a negative amount.

Pipe Rifle laser sight is invisible

For more 7 Days To Die news, be sure to check out our dedicated section or take a look at some of our Guides & Tutorials just below:

MAJOR NEWS -

7 Days To Die Alpha 21 Release Date Speculation & News | How To Sign Up For 7 Days To Die Alpha 21 Streamer Weekend

GAME GUIDES -

How to Source Water | How To Get Clay Fast | Can You Sleep in 7 Days to Die? How To Use The Bedroll | How To Get Mechanical Parts Fast | Is 7 Days to Die Cross Platform With Cross-Play Support?

James is a former editor of GfinityEsports and Turtle Beach. Once upon a time, he managed to turn the Daily Star into a respectable gaming outlet trusted to be on the judges panel for The Game Awards and E3 Expo. You may also have seen his freelance work in magazines like Little White Lies, 360 Gamer, and ZOO Magazine. When he's not playing as his Hunter in Destiny 2, or sneaking in a round of Marvel Snap, you’ll likely find him playing some sort of single-player PlayStation adventure like Horizon or God of War. He used to be obsessed with Pokemon GO, but then realised he had two kids to raise. He's perpetually confused by gacha games like Genshin Impact and Honkai: Star Rail, but doesn't mind trying something new if you drop him an email.

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6 June 2023 - A21 Release Notes Developer Comment Environment Art Graphic Design Art New Doors Loot Container Changes World Water Hazards Gore New & Overhauled Locations Tier 5 POI's Tier 4 POI's Tier 3 POI's Tier 2 POI's Tier 1 and Remnant POI's POI and Biome Difficulty Improvements POI Localization Infestation Quests Random World Generation Update Chunk Reset System Survival Rebalance Crafting Skills System Perk Overhaul Perk Book Reworks Perception and Spear Overhaul Recipe Tracker Crafting Quality Selection Loot Balancing Starter Quest HUD-less Mode Spawn Near Backpack Vehicle Damage Wandering Hordes Twitch Extension Performance & Optimizations Networking Improvements Server Administration and Multiplayer WebDashboard Mumble Positional Audio Other changes Modding Notes Changes for mods with custom code doing custom I/O: Added Fixed MAJOR NEWS - GAME GUIDES -