Version history

Important
If you edit this article, please do not
 * add rumors or unconfirmed features.
 * Please DO add a source ( " " ), preferably official.
 * edit the patch notes' content if they are official.
 * ignore existing formatting and start your own. E.g.: If you don't know how to add and maintain tables, then you're not qualified to be making edits here.

Alpha 20.2
Released on February 7, 2022

Alpha 20.1
Released on February 1, 2022

Alpha 20 Stable B238
Released on December 21, 2021

Alpha 19.6
Released on July 29, 2021

Alpha 19.5
Released on May 28, 2021

Alpha 19.4
Released on March 10, 2021

Alpha 19.3
Released on December 21, 2020

Alpha 19.2
Released on October 20, 2020

Alpha 19.1
Released on September 22, 2020

Alpha 19.0
Released on June 25, 2020

Alpha 18.4
Released on March 4, 2020

Alpha 18.3
Released on January 23, 2020

Alpha 18.2
Released on December 4, 2019

Alpha 18.1
Released on November 12, 2019

Alpha 18.0 Stable B155
Released on October 2, 2019

Alpha 17.4 Stable
Released on May 30, 2019

Alpha 17.3
Released on May 5, 2019

Alpha 17.2
Released on February 27, 2019

Alpha 17.1
Released on January 18, 2019

Alpha 17.0
Released on December 22, 2018

Alpha 17 Experimental B221
Experimental build.

Alpha 17
{| class="mw-collapsible wikitable mw-collapsed" style="width:75%" !width="130"|Version !width="15%"|Release !Content

Alpha 17 Experimental

 * 19 November 2018 || Developers Diary with feature list.
 * Alpha 17 Experimental || 19 November 2018 ||
 * }
 * }

Alpha 16
{| class="mw-collapsible wikitable mw-collapsed" style="width:75%" !width="130"|Version !width="15%"|Release !Content

Alpha 16.3(b12)
Changed
 * 31 August 2017 ||
 * Alpha 16.3(b12) || 31 August 2017 ||
 * Alpha 16.3(b12) || 31 August 2017 ||


 * Terrain generation rules to not generate so many jagged peaks in rwgmixer.xml
 * Socket generation rules in rwgmixer.xml
 * Challenge quests yield more skill points
 * Tuned in weapon bob when running and walking for new smooth bob code

Fixed


 * The issue where chunks would no longer load due to faulty triggers, which causes players to be stuck on building environment (NRE spam on server) is fixed, but requires a new map, as it does nto work * retroactively.
 * The issue where minibikes and the power.dat would not save properly is fixed.
 * A reason where the game freezes while “Creating player” is fixed.
 * The issue where minibikes and the power.dat would not save properly is fixed.
 * A reason where the game freezes while “Creating player” is fixed.
 * Businessman Zombie when killed can have his head dislocated when falls backwards into a corner or against a wall
 * Vultures and Chickens artifact when rag doll rolling down a slope
 * Pushing back LOD2 swap distance on vault doors. (Raner)
 * Dedicated servers not added to history when connecting by IP/port
 * Localization now showing english values instead of localization keys if localization is not set for a key in the user language
 * Gore blocks have a chance of knocking you out of loot containers
 * Zombie state is not being saved properly for clients
 * Insta health on medkit not applied when healing others
 * Supply crates have a chance of dropping through terrain.
 * Concrete drys too indifferent
 * Forge craft halting when output is full is broken.
 * Players can kill chunk generation Griefing
 * Shotgun turret goes out of sync
 * Zombies rotate on ground again
 * Lowered radius of dart trap firing sounds.
 * Vultures can fly under water
 * Sleeper zombies have a chance to rotate when they wake up
 * Bears and wolves walk on water
 * RWG highway connection issues
 * Roads generating as Clay, Dirt, Gravel and Sand
 * Deep roadside hole in RWG
 * Odd hole in the road
 * Weird spikes in the road
 * Both turrets are missing firing sound
 * Check rebuilding road cave
 * Being stuck in 1*1 holes and then be catapulted
 * Zombies sometimes clip into the ground and blocks when they jump
 * Vultures and Chickens artifact when rag doll rolling down a slope
 * Player is invisible to others on death
 * Being disconnected while tabbed out of game causes menu unresponsiveness
 * Typo in rwgmixer prevents spawning of utility_celltower_02
 * Corrected up/downgrade issues with windows
 * “Start a Base” quest asks for too much wood
 * Some item types purchasable from traders cannot be sold back
 * Stag run/walk state in water is not viewed the same between client and hostP2P
 * Wolves dont properly attack zombies or stags
 * Game sometimes stopping to save power / vehicle data
 * Typo in rwgmixer prevents spawning of water_tower_02
 * Painting ramps with 1×2 textures like redwood makes it invisible
 * Wood debris (32) bad normal map metadata
 * Gamestage calculates offline days as survived days
 * Snowpack causing ceiling shadow on underground terrain blocks
 * When on a slope both bears have difficulty in attacking the player
 * Beverages do not restore stamina properly
 * Zombies not using ladders properly and float/walk away from the ladder
 * Planted crops/trees stop growing when chunk has been reloaded
 * ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices
 * When going underwater the Cannot Breathe Tooltip shows up
 * Feral and Radiated feral version of zombies don’t count towards quest progression.
 * UFPS Stutter issues
 * Sleeper spawn issue where killing the last surviving sleeper would trigger a new set of sleepers to spawn
 * All solid Wedge Inclines placed together front to back renders back side invisible

Known Issues


 * On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode
 * Smell is not working with the new stealth we will revisit it in a17
 * GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
 * Farming of crops other than yucca and hops affects performance
 * Precipitation and cold temp going through windows, glass blocks, doors, and hatchesExcessive use of trigger plates may cause servers to lag during hordes.
 * Gore block dupe
 * Turrets echo sounds for clients

Request to community:


 * Blackscreen of death – still looking for savegames and outputlogs
 * Sleeper spawning issues continue – we fixed the issue for wrongfully triggering new spawns, if you find more, please send us repro and video
 * Creating Player hang issue – we found a fix that took care of our repro, if you still encounter it, please provide savegame, repro and outputlogs

Alpha 16.2 (b7)
Added
 * 31 July 2017 ||
 * Alpha 16.2 (b7) || 31 July 2017 ||
 * Alpha 16.2 (b7) || 31 July 2017 ||


 * RWG prefab size check optimizations
 * RWG changes for hash getting from toString to toCultureInvariantString
 * RWG hub cell pregen blocks spawning the player and chunks until finished
 * RWG hub cell download blocks spawning the player and chunks until finished
 * Recipes for oil and paper
 * One level deep backup system for player data files
 * Added more stealth/debug introspection under F3 menu.

Changed


 * It is not possible to pick up blocks in other player's land claim area any more
 * Molotovs do less damage to players
 * Increased the drop chance of quests and treasure maps
 * Increased damage on auto turrets
 * Increased low end damage of the iron fireaxe
 * Lower resource cost for basic wood building blocks
 * Animals do not drop gore blocks
 * Increased shotgun damage, mostly on lower quality guns

Fixed


 * Animal gore blocks are not being cleaned up on servers
 * When you focus on the centre of a wood frame and try to place another, you loose the frame
 * water under navezgane mine
 * Offline players will have a bedroll icon if someone picks up their bed
 * Molotovs hit client players when walking/running backward
 * Electrical traps can be found in the traps crafting tab
 * Wrong open sound on eviscerated remains
 * Traders do not carry compound bows and parts
 * Wrong upgrade sounds on blocks upgrading to poured concrete
 * Dysentery description does not mention that it is lethal
 * Crafting/repair costs of sod and other dirt types are inconsistent
 * Crafting skills increase the repair amount by up to 20% instead of only 2% (on repair kits)
 * Blooddrawkit dupes if suicided by overuse in backpack.
 * Player ID text is blurry.
 * Waypoint search limited to active page.
 * Allow scrolling through waypoint pages.
 * Recipes aren't updating "live", ie missing last item and then gaining it.
 * Disappearing POI's
 * 32 bit client crashes on RWG creation
 * Ram usage may be too high (, Alloc)
 * Zombies bounce off trader's outer walls or are being teleported upon approaching them
 * Game Unsticks player to the surface when underground
 * Minibike location icon will not show if missing the padlock
 * Insta health on medkit not applied when healing others
 * Not all drinks extinguish all kinds of fire buffs
 * Direwolf can still clip into player
 * Weathersurvival off does not deactivate on leaving a game
 * Players are unable to pick up small stones, plays land claim sound
 * Feral Radiated Spider has wrong limb damage and animation rules
 * Block ID 613 will suck player up into it
 * Fixed not being able to bind mouse scroll wheel
 * Blade traps not doing damage properly when placed on a wall
 * You can not shoot through security gates
 * Vultures fall through the world when killed high in the sky

Alpha 16.1 (b1)
Changed
 * 20 July 2017 ||
 * Alpha 16.1 (b1) || 20 July 2017 ||
 * Alpha 16.1 (b1) || 20 July 2017 ||


 * All storage crate signs look more worn out and match
 * Added some debug log for the stuck on creating player issue

Fixed


 * NRE picking up unconnected switches.
 * DayNightLength of default=60 making server go to modded
 * Vulture ignores Day 1 protection
 * Water under navezgane mine

Alpha 16 Experimental (B129)
Added
 * 1 July 2017 ||
 * Alpha 16 Experimental (B129) || 1 July 2017 ||
 * Alpha 16 Experimental (B129) || 1 July 2017 ||


 * New HD flagstone texture and replaced old one.
 * Wedge stairs with recipes and upgrade path.
 * Spawn position to player spawn message and mod API event
 * Launcher: Also delete UserOptions.ini on "clean settings"
 * Passthrough Triggering Journal tip.

Changed

Fixed
 * Every Secret Stash perk level will improve the trader inventory.
 * Crawler zombies will not appear in scout or feral hordes.
 * Claim stones require forged iron, not steel.
 * Increased temperature insulation and armor on Animal hide clothing
 * Removed calipers from the game.
 * Removed spotlights from random construction loot crates.
 * Iron tools drain more stamina than stone tools. This can easily be covered with perks.
 * Everyone can repair a machete but only expert weaponsmiths can craft new ones.
 * A machete is a steel weapon.
 * Game Unsticks player to the surface when underground
 * Allow for case insensitive item name passed to giveself
 * Increased probability for finding silver/gold/diamond.
 * Making glue does not require a beaker.
 * The bio fuel item has been removed.
 * Message given and radial menu disabled when TE is in use by another player
 * Dart and blade trap are sturdier since they stand a high chance of being damaged.
 * Adjusted requirements for the Concrete perk.
 * Flaming arrows are still limited to the compound bow but every bow can now shoot the plain arrows.
 * Doubled the effectiveness of combining items.
 * Auto turrets are found in the secret stash of traders.
 * The ammunition formerly known as steel darts is now known as iron darts.
 * Increased experience gained from killing zombies, especially at higher levels.
 * Adjusted skill point costs, made less powerful perks considerably cheaper. Buying all perks costs about 100 points less.
 * Removed the Run Forest Run perk because it gave an unintentional multiplier to all stamina use.
 * Zombies drop more quest notes.
 * Better feedback when trying to combine parts out of your skill range.


 * Merged burning barrel particle effect into barrel prefab.
 * Dropped molotovs explode on pickup when the pickup text isn't showing
 * Duplicate items inside dead zombie
 * breaking down loot crates in skyscrapers to the green dev block (forum)
 * Fixing rendering issue with molotovs appearing to levitate.
 * Client now creates a lobby when joining a dedicated server, thus allowing people outside the local LAN to connect to dedicated servers without port forwarding
 * New bears spinning in circles
 * Molotov's hit invisible NW to NE wall as a Client
 * Player can get stuck behind barb wire at trader Jimmy's
 * Misleading error message when not knowing a recipe.
 * Distant buildings are way too dark on Intel graphics cards
 * Error when using giveself with non-existing item name
 * Console not behaving properly when an executed command throws an error
 * Pressing Tab during Building Environment skips to the game while it is not yet ready
 * Vulture ignores Day 1 protection
 * in b126 water tower 3 floats in RG
 * Bears and wolves won't react to player's attacks, if far away
 * RWG Terrain Density Mismatch Issue
 * Added vault hatch icons and fixed broken XML name on wood hatch icons.
 * Missing BlockLoot file for
 * Workbench getting outdoor weather on it
 * Bear and Zombie Bear do not attack the player
 * Sleepers lose interest in player and return to sleep without fighting back
 * Shock particle effect not being removed on death
 * Vultures susceptible to bleed buffs.
 * Black goth pants are not scrap able (boots are)
 * Button info summary for gamepads does not refresh properly when switching between item stacks
 * RWG highway connection issues
 * RWG highway generation issues
 * Boar collision is more accurate
 * Yucca seeds are in the Science category
 * Localization needs to be fixed for smelly foods.
 * Full harvest event amount being paid out on the destroy event
 * Texture aliasing / mipping issues - surfaces viewed from an angle should appear more clear and more stable in the distance
 * Painted pictures, etc., on arrow slit blocks.
 * Reversed stats on healing bandages.
 * Reversed temperatures in biome settings.
 * Campfire and chemstation go unresponsive after client use
 * Recipes are not unlocking properly on P2P
 * Shotgun turret does not use ammo in manual mode
 * Game Unsticks player to the surface when underground
 * Camera preview upside down on Mac
 * Compound bow damage is assigned twice.
 * Adjusted Flag/Cobblestone harvest events to the new building costs.
 * Workstations with remaining fuel (burn time) can't be turned on again.
 * Wrong description on crafted spotlights.
 * Some sinks drop the wrong loot.
 * Block 1964 does not yield broken glass
 * Eviscerated Remains is spelled wrong
 * Auto Turrets now acknowledge PVP Settings.
 * Fixed multiple collision issues with water vs harvesting, attacking, etc..
 * Graphics appear on low settings after installing new versions of game
 * Work station journal is misleading
 * Burning barrel is craftable again. Descriptions and code cleaned up.
 * Concrete blocks do not upgrade to reinforced concrete.
 * OpaqueBusinessGlass can be picked up directly by destroying it.
 * AnimalZombieBear uses the hand for animalBear.
 * ZombieSkateboarder uses the wrong loot list.
 * Wrong XP values on several zombies.
 * Fixed smeared UV's on metal sheets
 * Hitboxes on boar, bear and wolves

ALREADY REPORTED ISSUES FOR b129(No more reports needed, thank you)


 * Too many fibers being harvested and too many experience points gained from hoeing grass
 * Blocks with low hit points (sand, cloth...) drop too many resources when harvested with high-damage tools.
 * Farming of crops other than yucca and hops affects performance
 * Camel perk is multiplying hydration loss as well as hydration gain
 * Zombies rotate on the ground before standing up
 * Zombies and animals clip into blocks
 * Vultures sometimes fall through the world when killed high in the air.
 * Vultures violate starter safe zone
 * Campfires not working in multiplayer games
 * Precipitation and cold temp going through windows, glass blocks, doors, and hatches
 * Game freezing on creating player
 * Missing traders and partial trader outposts

Important Server Config Info

Added
 * There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
 * enemysensememory also got completely removed
 * enemyspawnmode is now true/false and not a number
 * Alpha 16 Experimental (B119) || 22 June 2017 ||
 * Alpha 16 Experimental (B119) || 22 June 2017 ||


 * New boar sounds to boar.
 * Random break in crates and secret stash crates to some locations.

Changed


 * Sound is a bit more noticeable to zombies.
 * Creative Window changed to show the useful items for players outside of Dev blocks.
 * Slowed how fast player core temp changed from b113. It is still faster than A15.
 * Increased insulation of skull cap, hooded sweatshirt and sweatshirt.
 * Concrete blocks use the reinforced concrete icon.
 * Tightened up iron sight sway and bob. Now when iron sighting your weapon is in the "aimed" position faster.
 * Removed adobe recipes and blocks.
 * Reduced sloppy weapon sway when rotating camera and looking up and down, resulting in guns feeling tighter. This also reduces the stuttering feeling A15 had when mouse looking.
 * Clearer message for "unable to repair".
 * All stations found at traders now have a rare chance to be in working condition.
 * Calipers no longer drop in the game.
 * Crafting steel ingots or bulletproof glass in a forge requires a crucible upgrade.
 * The machete recipe is unlocked by a perk for better visibility.
 * First aid kits are made in a chem station.
 * First aid bandages heal more slowly.
 * Altered the Taza's Axe icon.
 * The burning barrel is not craftable.
 * The paint tool defaults to a texture that isn't locked.
 * Changed some minor improvements to 3 of the skyscrapers.
 * Dire wolves no longer chase zombies, and give up the chase after 30s instead of 45s.
 * Improved visuals for throwing (molotov + small stone): less lag after thrown away.
 * Slowed how fast players temperature changes in a negative way.
 * Slightly increased economic prices of heavy armor and steel items.
 * Reduced how many animals there are.
 * Rebalanced the requirements for main progression milestones like concrete mixing.
 * Painting the inside of the wood frame is now possible, it is attached to the bottom of the frame. Use paint all to reach them in most cases.
 * You can build on pressure plates.

Fixed


 * Replaced wrongly used bridge concrete and bridge wood that made some walls too strong.
 * Minibike chassis falls into misc skill group while all other parts are in science.
 * Wedge tip exploit from player able to shoot thru flat side of wedge.
 * It seems like it rains way too much in game - A rainy time slot is selected by the server each day now. It can only rain during these selected hours IF it is cloudy and a rainy weather dice is rolled. This possible rainy time can range from 8-12 hours per day and it can never rain outside those hours except on 7th days.
 * Wet concrete support (Items 403) places and dries incorrectly.
 * Snakes now move the same speed day and night.
 * UserOptions ini - fixed values that go above in-game dropdown settings.
 * Vulture was using dog attack. Vultures do less damage than dogs and less chance to bleed, but have a higher chance for infection.
 * Grammar in batteryBank description.
 * Once focused on a saved waypoint the icon does not revert.
 * Wet Concrete Ramp Corner is using the wrong model.
 * Missing localisation for animalBoar.
 * BladeTrap has no vendor price set.
 * Spawn zones are now safe again for first time spawns.
 * Wire tool can be used to find weak electrical traps on pvp.
 * Sleeper crawler standing when found and then drops to the floor.
 * Player does not lose sleeper aggro when hiding, always hunted.
 * Spider zombie does not attack all the time, and when it does it rarely hits you.
 * Explosive damage causes indestructable wood spikes.
 * Playerbuilt remote control tower to open doors in lower level.
 * Progress bars always at 100% (Linux, non-english systems)
 * Woodframe has difficult focus targeting.
 * NRE on cancelling crafting of autoturret/shotgun turret.
 * Wrong description on the paint tool.
 * Limit combined item quality on workbenches.
 * Quality Joe is broken on relogging.
 * Boar has no head Collison.
 * Player can push inside of a bear.
 * Running zombies seem to stop following you and then run in circles.
 * NRE trying to harvest vulture with auger.
 * Block UV's bad at 45 degree angle pointing up.
 * NRE on hitting craft after clicking on the * for favorites.
 * Controller isn't allowing minibike to drive straight forward.
 * Block #728 upgrades into itself.
 * Pressure Plates 1x1 can be placed on offset terrain and are uneven.
 * Molotov Cocktail cannot be debuffed.
 * Sleeper crawler standing when spawning and then drops to the floor.
 * Distant Water Has Missing Texture.
 * Burning Barrels give no light again.
 * Broken bear material.

KNOWN ISSUES (No more reports needed, thank you)


 * Hunted Status not working properly
 * Clipping issues with bears, wolves, and spider zombies
 * Unintended harvest amounts on destroying boulders.
 * Too many Airdrop crates spawning and crates spawning underground
 * Road Issues
 * Gore pile dupe
 * Blade trap doesn't damage cops or irradiated cops (Might be intended)
 * Throwing rocks does not distract zombies
 * Trader Issues: Missing Trader, missing POI, odd hours, etc.
 * GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
 * Teleport to ground level when under doors, under certain blocks, or loading in after having quit from an underground location.
 * Issues with filling buckets and bottles with water
 * Wet concrete not drying
 * Animals and zeds don't aggro from being hit with a ranged attack after a certain distance
 * Sleeper spawning issues continue
 * Minibike steering issue using a gamepad controller

Important Server Config Info

Added
 * There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
 * enemysensememory also got completely removed
 * enemyspawnmode is now true/false and not a number
 * Alpha 16 Experimental (B113) || 16 June 2017 ||
 * Alpha 16 Experimental (B113) || 16 June 2017 ||


 * Recipes for glass ramps.

Changed


 * Updated wood, scrap and vault hatches to work with advanced rotations.
 * Snow and forest biomes are colder.
 * Players core temperature change faster.
 * Moved End Tables to the Decor group.
 * Reduced the amount of meat harvested from animals.
 * Wood cube frames are 3d again, but optimized so they don't cause errors.
 * Terrain ping pong to do one more check for "bounce ups" instead of clamping them.
 * Temporarily disabled wolf running attack to stop clipping through several voxels.
 * Slightly slowed wolf running speed.
 * Dire wolves are rarer.

Fixed


 * Double mouse cursor after using map.
 * Map not showing crosshair cursor while hovering waypoints.
 * Updated the description of Misc Crafting.
 * Wrong upgrade patch on concreteWedgeIncline.
 * Description for looseBoardsTrapBlock3x3.
 * Players can walk through the chem stations.
 * Wood spikes cost more to repair than to make. (this time for real)
 * Some upgrades are leading to the wrong kind of concrete.
 * Control binding tooltips stay if controls dialog is closed with ESC while tooltip is showing.
 * Pressing enter during sign editing causes random effects (reset key bindings to default to apply fix)
 * Quests refer to pigs, not boars.
 * RWG Index out of range error.
 * Snake death animation.
 * Delayed sleeper spawn.
 * Sleepers spawn instantly when active beroll is picked up.
 * Sleeper volumes with small pre-trigger area allow seeing spawn ins.

KNOWN ISSUES (No more reports needed, thank you)


 * Hunted Status not working properly
 * Clipping issues with bears, wolves, and spider zombies
 * Unintended harvest amounts on destroying boulders.
 * Aggressive animals violating safe zone.
 * Too many Airdrop crates spawning and crates spawning underground
 * Road Issues
 * Scavenger + Quality Joe not working
 * Gore pile dupe
 * Blade trap doesn't damage cops or irradiated cops (Might be intended)
 * Throwing rocks does not distract zombies
 * Trader Issues: Missing Trader, missing POI, odd hours, etc.
 * GlobalUV support inhibits anisotropic filtering and it has to be calculated in the shader.
 * Boar Head Hitbox not working
 * Teleport to ground level when under doors, under certain blocks, or loading in after having quit from an underground location.
 * Issues with filling buckets and bottles with water
 * Wet concrete not drying
 * Animals and zeds don't aggro from being hit with a ranged attack after a certain distance
 * Sleeper spawning issues continue
 * Minibike steering issue using a gamepad controller
 * Pink Water

Important Server Config Info

Added
 * There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
 * enemysensememory also got completely removed
 * enemyspawnmode is now true/false and not a number
 * Alpha 16 Experimental (B112) || 16 June 2017 ||
 * Alpha 16 Experimental (B112) || 16 June 2017 ||


 * Arch 2m blocks/recipes.

Changed


 * Skill screen allows purchase of multiple skills at once.
 * Skill screen now shows -- for cost of maxed out skills.
 * Skill screen now shows KNOWN for buy option when trying to purchase a known rank.
 * Skill info window now shows skill purchase cost.
 * Skill points gained per level have been increased to 6.
 * Slowed player leveling per level.
 * Replaced pigs with wild boars. They attack if provoked.
 * Reduced the wood cost of tools and weapons.
 * Cobblestone frames no longer exist. Flagstone can be upgraded to cobblestone.
 * More flagstone block recipes added.
 * The stone axe works better against wood and worse against stone. (it's an axe, not a pick)
 * The adobe material has been removed from the game. Flagstone has been fleshed out with new shapes.
 * Increased player outgoing damage on higher difficulty levels. On "Insane" it is now x0.5 instead of x0.25.
 * Gamestage increases much faster on higher difficulty levels making zombies big, bad, and bountiful.
 * Small adjustment to bacon & eggs to match the latest changes
 * The compound bow draws faster than the wooden bow.
 * Reduced probability of vultures in hordes because their AI makes them inefficient for that.
 * Vultures had too much fun swimming. The relevant AI task was removed.
 * Rebalanced wildlife so there are less larger mammal and more rabbits and chickens. Changed: There were too many wolves and too much meat as a result.
 * There are more zombies in the wild (and towns as a result), except in the snow biome which is still low population but made of harder zombies like lumberjacks.
 * Compound bow draw is faster, making it better than the wooden bow in every way.
 * Misc crafting is now a perk.
 * Added descriptions to Painting blocks.
 * Increased harvest amount on stone tools.
 * Increased the chance to occasionally find a house empty of zombies.
 * maxAlive in horde stages ramps up a little quicker.
 * Optimized cube frame.

Fixed


 * woodHalf has no vendor price set.
 * Allow shift clicking fuel in workstation.
 * Model error on harvestable potato plant.
 * Duke token amount is not updating correctly.
 * Wrong fall event on some doors and hatches.
 * Broken wooden bow gets stuck in zoom position.
 * Hitting any trader with a torch and setting them on fire awards player kills.
 * First Person Muzzle Flashes are out too far from the barrel at different FOV’s
 * Workstations output goes to first free slot - ignoring existing stacks.
 * Zombie corpses are not being cleaned up in unloaded chunks.
 * Player Editor has invalid character selections available.
 * Wolves don't lunge attack through the player and doors now.
 * Improved description for the paint tool.
 * Wood spikes are using A15 repair costs.
 * Debug menu: Cannot set speed slider to 1
 * Pressing ESC in SP during spawn/death anims freezes game.
 * Toolbar interaction possible with in-game menu open.
 * Reload/Take all cannot be rebound.
 * Closing 7dtd without having a game started causes NRE.
 * Binding ALT key to any action kills mouse control for that game session.
 * Mouse sensitivity limit lowered.
 * Adobe arch blocks in prefabs cannot be repaired.
 * Industrial Light is in the wrong crafting tab.
 * Electrical lights have no description.
 * Texture Picker now can only select unlocked textures.
 * Using noclip as client causes teleports.
 * Zombie crawler walks after being electrocuted (Note that crawlers and spiders still stand up when being electrocuted, we need a couple of more shock animations)
 * Adjusted burn times of chairs.
 * Floating POIs in RG
 * Fix missing -no shadows- option.
 * batterybankSchematic teaches the recipe, not the perk.
 * Bad grammar on the Trigger Delay and Duration journal.
 * Electricity skills/perks need their descriptions.
 * Craftable items missing descriptions.
 * Disappearing POIs in RG.
 * Steel smithing does not display required science skill.
 * Stats do not show for lvl 0 crafting skills.
 * Fixed: Wolf fur looks off [Hangs too low]
 * When in the paint picking menu, if you try to drop items they go to your backpack.
 * Added missing icon for loose floor 3x3 trap.
 * Switch in front of battery bank also turns it off.
 * Sounds turns off on bladetrap and solarpanel when a player leaves the area.
 * Opening dialogs while moving can cause action hotkeys to trigger.
 * Tooltip not showing for map waypoints.
 * Minibike lock locking out owners.
 * Name on Block 784 same as 786.
 * Supply crates now float above water.
 * Falling through the world on dedi.
 * Compound bow preview window is incorrect.
 * Rebinding actions can cause conflicts between local/gui and permanent actions.
 * Made all actions rebindable.
 * Trouble Looting or Destroying Zombie Ragdolls in Shallow Water.
 * Player Editor has invalid character selections available.
 * Bulletproof Glass has Concrete particles.
 * Increased Radial delay making it easier to use Tab/R/E without the radial popping up.
 * ERROR: VM.mesh[0].Vertices.Count (65248) has too many vertices! Reverted to an alpha cutout frame on a cube instead of a 3d cube.

KNOWN ISSUES (No more reports needed, thank you)


 * Hunted Status not working properly
 * Clipping issues with bears, wolves, and spider zombies

Important Server Config Info

Distant Location Rendering System
 * There are new options in the server cfg that need to be added for Blood Moon Enemy. Compare it to the server cfg file found in your 7 days directory.
 * enemysensememory also got completely removed
 * enemyspawnmode is now true/false and not a number
 * Alpha 16 Experimental (B105) || 12 June 2017 ||
 * Alpha 16 Experimental (B105) || 12 June 2017 ||

We’ve added a new distant location rendering system which renders low-polygon versions of locations in Navezgane and Random Gen worlds over a kilometer away. The system creates models of locations above a certain mass and height.

New Locations

We’ve have embellished many old locations with new loot and some custom painting. Too many to mention. We’ve also unlocked a new city in the south east Navezgane desert we call Departure. It’s the largest city so far. We have added over 30 new locations to the game including:


 * 4 new skyscrapers have been added to the game. We’re calling these mega locations vertical dungeons because they play like a traditional game with a lot of thought put into the path, enemy spawning, surprises, even secrets.
 * 3 fast-food restaurants (1 in Navezgane, all 3 in RG)
 * 6 new modern houses (3 in Navezgane all in RG)
 * Daycare (Both)
 * Private School (RG only)
 * Laundromat (Navezgane and RG)
 * Hair Salon (Navezgane and RG)
 * 2 fire stations (1 Navezgane, both RG)
 * 2 Post Offices (1 Navezgane, both RG)
 * 2 Court Houses (1 Navezgane, both RG)
 * 2 Old business strips (Navezgane and RG)
 * 4 new trailer lots (RG only)
 * Pawn Shop (Navezgane and RG)
 * Navezgane Hospital and Football Stadium (added to RG)

New Enemy Spawning and Gamestages

Sleeper Spawning – We’ve gutted the old static spawn system and added a new sleeper spawning system that embeds trigger volumes into locations which are set up by designers.


 * We’ve added sleeper volumes and spawn points to every location in the game.
 * Every location has unique spawning appropriate to the location or the area within a location. F.E. a maintenance area will spawn utility worker zombies and an office might spawn businessmen zombies
 * The amount of zombies spawned at a volume is determined by the spawn definition set by the designer and the definition set in the gamestages.xml regardless of the number of spawn points.
 * The type of zombies that spawn are determined by the spawn definition it’s set to and the parties game stage. The game will challenge you regardless of your level.
 * Zombies will spawn in different locations within a pois every play through for a new experience every time.
 * Zombies at locations are persistent meaning if you entered an area killed 1 of 5 guys and returned you would find the same 4 games alive.
 * Zombies will respawn in their volume if the volume has never been cleared or nobody has visited it in 5 days
 * Sleeper zombies have a chance to be a decoy meaning they are already dead. We added this so we could remove the old corpse loot block. Note: you have to damage them first before you can loot them.
 * Decoy zombies have a chance to not be dead so you can be surprised sometimes

Screamer Hordes

We’ve changed screamer hordes to use gamestages now so they will be dynamically set to the offending parties game stage

Game Stage Improvements

We’ve made many changes to make the challenge the advanced players including:


 * We’ve added feral and radiated zombies to the upper game stages to increase the longer game challenges
 * 7 day horde stages use a larger pool of zombie types, 15 at gamestage 435+
 * Zombies killed by playerdeath will be added back to the pool
 * We’ve added a new menu and server config game option to set the number of zombies per player on Blood moon hordes. It defaults to 8 but can be set to 4, 8, 12, 16, 32 and 64 or any number for server admins. Game-stages are still determined by your party.
 * With the addition of blood-moon count we changed the Enemy Spawning game option to ON/Off as blood moon count and sleepers control the other spawning system counts

Electricity

We’ve added a complete functional electricity system with a wiring tool, power sources, lights, switches, triggers, traps and more. These items are gated by perks, loot found and trader only items you can buy. They include:


 * Wire Tool – Use a wire tool to wire electrical components. Focus on any electrical component and use the secondary action to add a wire to a parent and once again to complete the connection to a child component. Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component. With the wire tool equipped you can see many useful things including: a components power usage and power status, the flow of power from parent to its child component and the aiming of objects with motion sensing.
 * Generator Bank – The Generator Bank allows you to power your electrical components. It requires at least one small engine, expandable up to six. The maximum energy output is determined by the number of small engines installed and their quality. The generator bank uses gas for fuel which can be found in loot and purchased at traders or crafted at chemical stations and campfires.
 * Solar Bank – The Solar Bank allows you to power your electrical components. It requires at least one solar cell, expandable up to six. The maximum energy output is determined by the number of solar cells installed and their quality. Solar banks produce power during the day when in direct sunlight. Solar Banks and cells can be purchased from traders or found in rare loot.
 * Battery Bank – The Battery Bank allows you to power your electrical components. It requires at least one battery, expandable up to six. The maximum energy output is determined by the number of batteries installed and their quality. An externally powered and turned on Battery Bank will recharge its batteries. If there are no batteries installed it acts as a relay pushing power down line.
 * Electric Wire Relay – The Electric wire relay allows extending your electrical network further with a small cost to power.
 * Switch – The Switch allows pausing the flow of power to children components.
 * Pressure Plate – The Pressure Plate triggers the flow of power to children components when stepped on.
 * Motion Sensor – The Motion Sensor triggers the flow of power to children components when a player or zed is in its view.
 * Trip Wire Post – The Trip Wire Post triggers the flow of power to children components when a player or zed moves between two connected posts.
 * Electric Timer Relay – The Electric Timer Relays allows the flow of power to children components during a specified time period in 30 minute increments.
 * Blade Trap – The Blade trap has three spinning blades that chops players and zeds alike. It does not discriminate.
 * Electric Fence Post – The Electric Fence Post shocks players and zeds who move between two connected posts.
 * Dart Trap – The Dart trap launches metal darts when powered.
 * Auto Turret – The Auto Turret senses targets in its view and fires 9mm rounds at them.
 * Shotgun Turret – The Shotgun Turret senses targets in its view and fires shotgun shells at them.
 * Speaker – The speaker plays an alarm sound when powered.
 * Lights – There are many lights that the player can now craft to illuminate their forts.
 * Spotlight – The player crafted Spotlight has changed to require power but can now be aimed be where light is needed.

Random Gen Beta Version

We’ve greatly improved Random Gen with many improvements and additions including:


 * POIs
 * New RG Distant POIs
 * Over 30 new locations
 * We’ve re-organized the rwgmixer.xml and it’s spawning groups and now have every POI spawning as intended
 * POI location size restrictions have been removed so every location will now be included in possible locations lists. F.e. the football stadium can spawn
 * POI Picker code improved, ensuring a more even distribution of POIs
 * POI location facing directions have been fixed so their fronts face roads
 * POI height is checked against it’s spawn height to ensure it’s not placed too high in the world
 * Hub Generation
 * New socket hubs added
 * City, town, and rural Hubs are now Socket Hubs and spawn based on terrain available
 * Socket hubs can not only be on hills now but they now have organic overall shapes and look. No more square cities.
 * Socket hub township type is decided by placed residential buildings using a scoring system
 * New socket streets to go with socket hubs
 * New socket street generation formula controllable via rwgmixer.xml
 * New zoning system to place POIs in certain parts of a town
 * Downtown zone area percentage parameter added to rules
 * Terrain Generation
 * Terrain generation improvements
 * Terrain generation now adjusts the heights to stay within the bounds without clamping
 * Biome Generation
 * Biome dispersion and elevations are improved and more natural.
 * Biome decoration generator now checks height of prefabs and blocks to ensure it’s not placed too high in the world
 * Highways
 * Highways are sexier and have smoother curves
 * Highways now all have gravel shoulders
 * Gravel Paths
 * Gravel paths now use more improved pathfinding
 * Gravel paths no longer eat out a chunk of the highways they connect to
 * World previewer
 * World preview window is now wider
 * World preview now has fly mode using movement keys when holding right mouse button down
 * World preview window fly mode speed can be controlled with the mouse wheel
 * World preview terrain height better reflects actual height
 * World preview shows random town name using town name generator

Other World Generation and Biome Changes

Biomes have undergone some changes, too.

The gravel spots in bio* mes are more reliable and will drop 1 unit of the ore they are leading you to.
 * Stone in the top soil of plains biomes has been replaced by gravel
 * Individual particle spawners (tree stumps) have been replaced by a biome particle manager so there is no random (and possibly extremely high) concentration of particle generators
 * Spawning of animals in all biomes has been reworked.
 * Darkened snow biome sun light a little to reduce whiteout.
 * You can find small patches of fertilised soil in burnt forest biomes.
 * You can harvest coal from ember piles and burnt trees.
 * Surface potassium nitrate in the snow biome is now replaced with oil shale and coal.
 * Nitrate, oil shale and coal can be found on the surface in the burnt forest.
 * Added dead trees to the plains.

New Enemies

We’ve added some new zombies and some boss variants to improve game stage challenge. Here they are:


 * Business man zombie – Often found in corporate locations like the new skyscrapers, these zombies are all about the business of eating you alive. They typically carry cash and paper.
 * Disturbed Tourist – Everyone loved the old fat Hawaiian shirt tourist zombie so he’s back in HD! Prior to his permanent vacation to the afterlife he was hoarding canned food. Perhaps that is why he was caught and turned into a flesh eater.
 * New feral zombies – Every zombie in the game now comes with its feral counterpart. Feral zombies always run and have glow in the dark yellow eyes, are much harder to kill and do more damage.
 * Radiated zombies – There are radiated variants of the fat cops, the spider zombies and the zombie wight ‘the artist formerly known as the feral.’ They have the physical attributes of feral zombies and always run, but also regenerate lost health! They glow with radiation making them unmistakable!

Reworked Enemies

In Alpha 15 we experimented with UMA procedural zombies but they ended up not looking as good as traditionally modeled zombies, and they did not perform as well either so we decided to replace the new UMA zombies with traditionally designed ones. We’ve also redone collision and ragdoll on all enemies for better combat and more believable deaths. The following have been remodeled and redesigned by hand from scratch resulting in scarier hordes and better performance.


 * Fallen Soldiers
 * Hazmat male zombie
 * Biker zombie
 * Stripper zombie
 * Utility worker zombie
 * Team Z Player Football zombie
 * Motivated Cheerleader zombie
 * Zombie Cowboy
 * Zombie Farmer
 * Zombie Skater punk
 * Hungry Fat Female zombie
 * Removed zombies – The miner zombie and the female hazmat zombie have been removed as they didn’t offer enough variance to earn a permanent job at team Z.

Animals

Along with adding new animals and reworking some of the old ones we have added a new fur system. All furry animals now utilize our new fur system which renders a furry coat of realistic looking fur on top of the texture. Here are the new or improved additions:


 * Grizzly bear – The grizzly bear has been redone from scratch with new meshes, textures and animations. They don’t mess with you unless you get too close to them. They like to habitat in the green forests and snow biomes.
 * Zombie bears – The zombie bear has been remodeled from the ground up and is meaner than ever. Don’t feed the zombie bears, they only eat human flesh. They are only found in the wasteland and burnt forests.
 * Wolves – Grey Wolves are a brand new threat to 7 Days. Like the bear, they attack if you get too close to them, and do more damage than zombie dogs but they give up easier. Wolves are found in the green forests, snow biomes and plains.
 * Dire Wolves – Black with glowing eyes, this wolf is much larger than the grey wolf and is to be feared as they are much more aggressive than any predator. They rarely spawn in the forests and snow biomes, but can roam in packs.
 * Zombie Vultures – The undead have taken to the skies! These nearly relentless pesky birds stalk the player from the skies and attack without warning. Luckily they don’t like to be indoors so players can find refuge indoors from them. They are common in all biomes except the green forests.
 * Rattlesnakes – Rattlesnakes are fairly defensive reptiles but will strike and defend their territory if you get too close to them.
 * Added: Wandering vulture hordes, wolves, and wolf packs
 * We’ve also redone collision and ragdoll on all animals for better combat and more believable deaths.

Painting

Use a paint brush and paint to give your base a custom look. Focus on any paintable block and use the secondary action to paint a surface and the primary action to erase the paint from a surface. Hold the reload key to see additional painting features and change the desired paint color. Unlock additional paint groups by finding and reading painting books. Many new textures have been added to use for painting.

There are many Radial paint options some of which are only available in cheat or creative mode. Radial Options include:


 * Materials – When this icon is selected the paint selection menu is displayed. Here you can select the paint you want, search for paints, see how much paint per face they cost and see what paints you have unlocked.
 * Paintbrush – When this icon is selected the primary action erases a painted block face and secondary action paints a block face.
 * Roller Icon – Paint or erase a larger area of faces.
 * Spray-gun – Paint or erase the massive area of faces.
 * All-sides – Paints all sides of a block face.
 * Texture Picker – When this icon is selected the paintbrush will be set to the paint that the cursor is focused on if it is unlocked.
 * Copy Block – Select this icon while focusing on the desired block to copy a stack of painted blocks to your belt.
 * Replace – Select this icon and the next face you paint in a location will be globally replaced within that location.

Experience, Progression and Skill Changes

Many improvements and changes have gone into the skill system for Alpha 16, including:


 * You can scroll through all levels of a skill or perk and find out what you will get from it.
 * You will get less experience for killing zombies but there are a lot more zombies in the world now. In some cases over 100 in a single POI.
 * You will gain XP from harvesting and farming and better tools or perks can increase that.
 * Crafting skills are now perks with 10 buy-able levels.
 * Higher levels of crafting perks require a certain player level.
 * Armor crafting skills merged into one skill. If it takes duct tape, leather or iron, it’s Armor Crafting. A simple bandana is Misc Crafting.
 * Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have trivial repair degradation.
 * Electricity recipes are unlocked with a series of Science-based perks.
 * Both the cost and effect of perks increase at higher tiers so that buying a perk tier gets you an increase proportional to the cost.
 * The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills.
 * Crafting firearm ammo requires an anvil and workstation, not calipers. Bullet tips and similar materials do not require a perk.
 * The tutorial quest gives you enough skill points to actually buy a perk.
 * The bedroll newbie quest is #1 instead of #7 in the quest chain.
 * Bad Mechanic perk to increase construction (wrench) harvest amount
 * Ability to page through skill levels to see attributes and requirements for any skill level
 * Science and Painting skill categories
 * Upgrading farmland with fertilizer provides XP.
 * Repairing or upgrading a block now gives XP based on materials used multiplied by their count
 * Harvesting a block now gives xp based on item materials gained
 * Planting crops gives block material exp
 * Crafting skills are now buy-only. You still gain level XP for crafting and repairing
 * Master weaponsmiths can craft machetes
 * Most perk requirements lowered because players should never have skill points and nothing to buy with them
 * You can craft/scrap/repair with leather without buying a Leather Tanning perk
 * Crafting advanced workstations uses the science skill
 * The Knife Guy and Miner69er perks increase harvest amount at the higher tiers
 * Adjusted perk costs to reflect crafting and other skill changes
 * Both the cost and effect of perks increase at higher tiers so that buying a perk tier always gets you roughly the same proportional increase
 * The Fixer perk is cheaper and reduces repair degradation by up to 1/3 for all crafting skills
 * Low crafting skill tiers yield great benefits for repair degradation. Picking up some of the basics enables you to repair items efficiently. At max crafting skill you have zero repair degradation
 * The Secret Stash perk is the only way to see the highest trader stash level.

Full Gamepad/Controller Support

We’ve added full gamepad/controller support and tested for Xbox One, PS4 and Steam controllers. The controls are not definable but are the same as the console version defaults. They even have custom button icon prompts that display when using a controller. Note that on-screen keyboard for text fields will only be available when the game is started from Steam’s Big Picture Mode.

This also includes updated windows as well as keyboard hotkeys for actions on items.

New Recipes

There are new recipes for building blocks, traps, electric devices and resources.


 * Bulletproof glass is tough but can only be “repaired” with a completely new block
 * Several material tiers got expanded to new shapes.
 * Loose Boards Traps
 * Jail door
 * Wedge corners
 * Stairs corner
 * Rounded blocks and corners
 * Molotov cocktail

New Items (Lootable/Harvestable/For Sale)

We have added new items you can get by looting, harvesting or purchase from traders.


 * Paint magazines to unlock paint groups for the paint brush.
 * Said paint brush.
 * Compound bow, which is more accurate than a wooden bow or crossbow and fires faster than a crossbow.

New Creative Block Shapes

We have added new block shapes for the creative builders to use and improved the placement mechanics. Here are a few of the many highlights.


 * Frame blocks show proper backfaces which makes them easier to place correctly
 * Damaged concrete and wood blocks
 * Both centered and non-centered iron bars.
 * Cars automatically pick random colors based on their x/y position
 * I-beam blocks
 * Arch shape
 * Cube cutout backfaces shape
 * wedge60_corner
 * 3D ladders
 * 3D ramp frame shape
 * Cube eighth shape
 * billboard_centered shape
 * Box collision to ramp frame
 * Curved wall 3x3x1
 * Concrete destroyed 05,06,07
 * wedge60 inside corner set

Block Rotation and UV Improvements

In order to add painting and fix a lot of bad UVS we’ve unified block and model rotations.


 * Every building block can now be rotated to all 24 rotations some special model ones still have 28 for 45 degree ground rotations
 * Blocks can have a “handle face” orientation, defaulting to sticking a certain side of this block to whatever surface you are pointing at.
 * All place-able blocks now have radial options to improve placement including:
 * Simple Rotation – rotates the basic 4 on the ground plane
 * Advanced Rotation – rotates all 24-28 rotations
 * On Face – Rotates on the face your cursor is focused on
 * Auto – rotates away from you automatically. This tag is only on some blocks like ramps and stairs
 * Copy Rotation – Copies the rotation your focused on to the stack your holding.

Land Claim Improvements


 * We’ve increased the default size of land claims to 41 to work with electricity and coming Alpha 17 settlement features.
 * Our general block placement colors have been changed to following: Green inside your claim, Yellow inside your friends claim, White everywhere else, Red cannot place block.
 * Made block placement glow grid double sided so you can see it from underneath too
 * You can pickup and move electrical components and work stations inside your claim.
 * Electrical Items outside of your claim can be cut and wired by strangers

New Stealth System

Stealth 2.0 is more flexible and allows for more varied zombie behaviors.


 * Things that affect how a player is detected:
 * Player Light Level (world lighting and equipped items)
 * Player Stance (Standing or Crouched)
 * Player Motion
 * Noise
 * Smell (carrying fresh meat is not ideal for sneaking around zombies)
 * Distance
 * Zombies have varying stats both for the zombie type and individuals.
 * Some see better than others, some hear better than others, some smell be… actually they all smell bad but you get the idea.
 * A sleeping zombie may or may not growl a bit when it’s close to waking up.
 * Which way a sleeping zombie is looking does matter.
 * If you clear an area completely it will take several days to respawn. If you don’t and leave it will respawn quickly.
 * Placed (active) bedrolls prevent sleeper respawns in a… range
 * …now defined in serverconfig.xml (BedrollDeadZoneSize)
 * To zombies, held torches are the least noticeable light source. Then come gun lights, flashlights, and the mining helmet is the most noticeable.

New Weapons and Weapon Improvements


 * Molotov cocktail craftable by player. Be the life of the party and light zombies and players on fire. Player recipe included.
 * Compound bow with parts and loot list entries. Required to use steel and flaming arrows. Loot only.
 * Weapon Sight In & Out. Pistol, Mp5 and Ak47 have reworked iron sights for more accurate aiming, and have new fire sounds. All weapons have an aim in and aim out sound now too.
 * Added local impact sounds for distant shots scored. This allows you to know when you scored a distant hit.
 * Improved bow, crossbow aim and iron sighting no longer shows crosshair. Compound bow has range sights.
 * All weapons have hip fire accuracy now. Hip fire is less accurate than iron sights.
 * Accuracy overhaul for all ranged weapons.

Minibike Improvements 

Minibikes now show an icon on the map and compass for the person who placed the chassis or attached the lock to it to avoid losing them in the wild.


 * How minibike parts are processed, decreasing processing time from 2ms to 0.5ms
 * Fix for minibike vanishing and falling through the world
 * Client will receive minibike NRE when someone in the game rides a bike
 * NRef in GUIHUDStealthInfo.cs when quitting while sitting on a minibike
 * Minibike NRE when leaving and reentering game from main menu
 * Minibike chassis placement dupe

Added


 * Broken girder beams in the wasteland are now a block shape instead of a model
 * New rusty texture for girder beams and rusty metal
 * New block rustyMetalWall
 * 4 new beards to character selection menu
 * Iron bars and iron bars centered
 * Flannel shirt item, also used by arechtype MadMole
 * Flannel shirt variations and loot entries
 * Stairs filled corner shape
 * Add buffs to explosions
 * New quarter cube shape
 * Generic craftable storage crate
 * Support for binding CapsLock
 * Keyboard hotkeys for item actions
 * Keypad divide (‘/’) toggles invisible mode (SP only!)
 * Step trash sound variety
 * DOF for focussed views, like staring at a rock while you chop it
 * Concrete terrain block
 * Show password checkbox to password dialog, password hidden by default
 * A full spectrum of paintable drywall/concrete textures
 * Loose floorboards that break away when you walk over them
 * Ramp corner cutout shape
 * Grey and dark grey paints
 * Hit sound when hurting players, zombies or animals about 10 meters or further away
 * cube_glass shape that hides inside faces
 * Plywood texture for new construction and boarded up windows
 * improved fog performance
 * Washing machine and trash compactor loot containers
 * Added a bookstore and car parts shipping / loot crate
 * Added a Construction Site loot and random container
 * Security gate plate
 * Business glass plate and curved plate for counters and such
 * Commercial blinds shape and textures
 * New archetype Richie, a well groomed businessman
 * Several new random car colors: dark green, dark blue, beige and black
 * New character preset Roxy
 * Focus search fields in windows with “F”
 * Lockable, craftable wall drawer
 * New Destroyed bridges over forked river east of and leading to the new departure city
 * Broken workstation blocks (for prefabs) that can be looted or harvested for parts.
 * Hidden Stash (hero) shipping crate + loot container for prefabs
 * Lab equipment shipping crate + loot container for prefabs
 * new round ladder model for metal ladders.
 * burnt biome reference to the farming journal entry.
 * Workstation journal entries: added info on items having to be in your inventory
 * Broken workstation blocks (for prefabs) that can be looted or harvested for parts.
 * Helper blocks to randomly spawn a working or busted workstation.
 * Hidden Stash (hero) shipping crate + loot container for prefabs.
 * Lab equipment shipping crate + loot container for prefabs.
 * New round ladder model for metal ladders.
 * Added Broken Battery Bank, Broken Generator Bank.
 * Added recipe for Loose Boards Plate 1×1
 * Random stations spawners to some locations in the world which spawn a random station in working or destroyed condition.
 * Bookstore boxes to bookstores, lab boxes to pharmacies and auto parts boxes to auto locations.
 * Heat to wall torches
 * Business Glass Pane (Trap) + Business Glass Centered.

Changed


 * You can harvest plant fibers from grassy terrain blocks
 * Plant fibers can be harvested more efficiently with a hoe
 * Reduced crafting time on cottonPlant
 * Rebalanced harvest events of cars
 * Zombie limb dismemberment rebalanced
 * When digging up fertilized farmland there is a chance to harvest fertilizer
 * Making glue does not require cooked water
 * Multiple seeds can be planted by holding down the mouse button and moving down the row and the placement cursor is always on, making targeting easier
 * Increased hit points of vending machines
 * When a loot container is destroyed a bag with the content is dropped instead of individual items
 * Overbright mining helmet light set back to 1x intensity instead of 2x
 * Grate block removed
 * Moldy Bread is a science crafting item
 * Fat zombie cops are bigger
 * Zombie soldiers are less generous with the rocket launchers
 * Shotguns only have one schematic
 * Increased the amount of ammo that traders carry
 * Low quality weapon parts are more durable and effective
 * Maple Forest biome grass, added specular channel to grass. Adjusted spectrums, added sparse pine trees.
 * Grass normals now have a 10% direction to them in order to catch better specular lighting
 * Renamed assembly tip title from Gun Assembly to Item Assembly
 * Mass/SI values adjusted to be more consistent and easier to understand
 * Available gamestages increased by 50% to make the life of high level players more interesting
 * Corn plants are 3 blocks high at every growth stage. Every other farm crop (including mushrooms) is 2 blocks high
 * Updated glass to better high res texture
 * Replaced shower glass with new tiling gen glass
 * Sun angle is now SE to NW
 * Updated decayed b texture, redwood fence texture and scrap iron walls to HD versions
 * Auger and chainsaw parts are less rare
 * Increased chance to find forged iron and steel in loot
 * Reduced block damage of explosive bolts to be in line with pipe bombs
 * Poncho and bellows are made from leather
 * Poncho renamed to Leather Poncho because the animal hide armor is the “warm and furry” armor
 * There are 5 scrap armor schematics instead of one McDyver book
 * Quality level loss from repairs has been lowered
 * Slightly lower slowdown from barbed wire fences
 * Increased the availability of padlocks
 * Preview placement block is fully opaque
 * Burnt Frame used on roofs can be upgraded
 * Street light metal is less shiny and more rusty
 * Reduce light intensity on mining helmet and minibike to match flashlight
 * Some tool damage and block health values rebalanced
 * Most block destroy events moved to harvest events
 * Block/Entity Harvesting overkill now provides bonus resources
 * The tutorial quest gives you enough skill points to buy the cheapest perk
 * Stone in the top soil of plains biomes has been replaced by gravel
 * The gravel tendrils that lead down to ore veins spawn more consistently and they always drop 1 piece of the ore you would find below
 * Better tools (steel instead of iron tools) will harvest considerably more resources from the same block
 * Increased stack size of mass resources like rocks
 * You can place the claim block farther away so you can see the size of the affected area
 * Evenly distribute load for block ticking over multiple frames
 * Calipers are not required for crafting ammo. Bullet tips and similar materials do not require a perk
 * Improved sniper zoom animation
 * Expanded scout / sleeper group with the new radiated / feral zombies
 * Rebalanced and extended gamestage lists to allow higher difficulty for groups of players
 * Made sandstorm effect more grainy
 * Made the biome snow “smoke” a bit more noisy
 * Removed old treestump blocks that create snow, smoke and sandstorms now that we have procedurally placed particle effects
 * First round check for flat space, if no town area is found, use the more liberal per cell height diff check
 * Widened highways to 10 to match socket roads
 * Mirror texture has no black wood trim, but is now seamless for full length mirrors
 * Town/City street axioms to allow for more growth
 * Adjusted placement range of cars
 * You can scrap a blood draw kit into plastic
 * The car is now simply labeled “Sedan”
 * Redid low res creme drywall and creme drywall baseboard textures
 * Use game GUID for local save cache folder so it properly “resets” when another server with the same game name is joined or the server is reset but keeps the game name
 * Darkened moonlight in wasteland biome
 * Rain sky and fog when raining
 * Stainless steel texture is bigger and better
 * Updated stainless fridge top and bottom textures
 * Water textures
 * Improve a couple destroy shapes
 * Thickened fog and trees in burnt forest
 * Darkened snow biome sun light a little to reduce whiteout
 * Increased chance for spawning of bears
 * Shipping / loot crates use a standard texture now, allowing for more varied loot distribution
 * Better framerate reflections that include distant terrain
 * Requirements now reflect currently viewed level
 * Level text on requirements to “Player Level”
 * Attributes in locked levels, grey out just like req
 * Only show unlocked recipes for currently shown skill level
 * Wood/metal desks support blocks again
 * Rebalanced sensitivity of land mines and explosives to damage and other explosives
 * Now using “sack dropped” for each dropped block as model
 * Misc Crafting group icon now changed to match the misc crafting skill icon
 * Reairing a block is cheaper than building it new
 * Crafting skills have 10 buyable levels
 * Removed old hornet assets
 * Max camera control pitch is -80 to 80 instead of -90 to 90
 * Both concrete and reinforced concrete need time to harden after being placed
 * Handguns and shotguns are pretty accurate when fired from the hip and are more accurate if you aim
 * Rifles are less accurate when fired from the hip and very accurate when aimed
 * Less loot is found on zombies
 * Finding whole guns is more common than finding parts. Traders carry more guns and ammo.
 * Cars now angle with terrain
 * Socket town roads now use trimming to blend with the surrounding terrain
 * Bow weapons have wider crosshairs
 * Bows now sway unless iron sighted
 * Loose gun parts that you find are generally higher quality than whole guns
 * Shotgun wound buff slightly tweaked upwards
 * Increased fire rate of 9mm pistol and animation speed
 * Increased dead body hit points so corpses don’t turn to blocks before they hit the ground
 * Increased firearm durability by 25-40%
 * Mp5 and ak iron sighting is more snappy
 * Updated night vision effect
 * Feral zombies spawn at night in the wasteland Note that they can survive the night and be active during the day
 * Main building blocks, doors, and hatches use passthrough damage on downgrades
 * It is now not possible any more to place a plant seed if there is not enough light for this plant to grow
 * Corpse blocks now destroy to a torso instead of a backpack.
 * Dead zombie ragdolls last longer and have more hit points to destroy. When destroyed they downgrade to a block zombie corpse. The block zombie corpse will degrade to nothing over time instead of a rib cage. If the block zombie corpse has loot in it and is destroyed, it will spawn a rib cage model that contains the loot instead of a backpack.
 * Desaturated the plains sun a little, darkened the ground texture and grass.
 * Splint requires now requires cloth, wood and duct tape to craft
 * Shadow flickers at far locations – Adjusted shadow cascade distances, near clip plane, and fixed near/far shadow option values to reduce shadow flickering when you’re far from position (0,0).
 * Increased zombie dog health, they are too easy to kill now that the glitchy spinning is fixed and nerfed wolf health
 * Updated forest biome art
 * Updated sand texture
 * Farming: Partially grown crops can be harvested for 1 seed.
 * Suppress the impact sound on blocks if the hit also destroys the block
 * Torches are made with animal fat (no cooking pot required)
 * Torches and candles placed on walls will eventually attract zombies
 * Heat value (attracting screamer zombies) of forges and campfires reduced by 25%
 * Thinned amount of tree stumps in the snow biome
 * Adjusted Trader secret stash inventories
 * All ammo items have been labeled (Ammo) so they can be searched for
 * Moved drop toolbelt item to G, godmode to Q
 * all campsites and army locations to use camo and other paints for variety. Two large campsites are now army campsites
 * You can no longer invest skill points in the Misc Crafting skill
 * Overalls are now made from cloth
 * Slowed player leveling.
 * Some wood harvest amounts reduced and fuel value increased
 * Increased hit points of valuable workstations so they are not destroyed accidentally.
 * Cooking stews is more expensive but more rewarding.
 * Healing from eating food has been reduced in general.
 * You start with a claim stone in single player because it now enables the pick-up ability for certain blocks.
 * Updated the abandoned houses to use a variety of siding and roofing textures
 * Increased the cost of claim stones
 * All trader locations now have a working version of every station workbench, forge, chemistry station and cement mixer. All non trader locations stations have been replaced with a random station spawner where they have a small chance to be a good station and a greater chance to be a broken station which can be looted and harvested for parts.
 * Workstations can no longer be fully harvested with a wrench. Inside of a land claim area you can pick up workstations placed by a player.
 * Gave banks the new bullet proof glass.
 * Slower bloodmoon fade 6:00PM-10:00PM
 * Cooking stews is more expensive but more rewarding.
 * Healing from eating food has been reduced in general.
 * You start with a claim stone in single player because it now enables the pick-up ability for certain blocks.
 * Increased hit points of valuable workstations so they are not destroyed accidentally.
 * Slowed player leveling per level.

Fixed


 * Running shoes can be scrapped
 * Chrysanthemum seeds can not be found in loot
 * The pistol skill does not make clear that it also covers revolvers
 * Vending machines are limited to a x8 claim modifier
 * Removed stray vertex from shantywall collision
 * Underground caves cause blocks above them to collapse
 * Rain effects fixed on signs placed indoors
 * IOException when deleting a saved game
 * Cars misaligned on slopes
 * Open locked doors need abiltiy to be closed by all
 * Duplicate any item in zombie corpse
 * Screen flickering during daytime lightning
 * Vending machines covered in snow indoors
 * Block placement too opaque
 * Not ignited Dynamite does not blow up after nearby explosion
 * Window03 getting occluded by water
 * Glass windows in hospital outlining terrain behind them
 * Distance between players is not updated when user is in Players tab
 * Player can drop items into walls and be unable to retrieve them
 * Now playing interactive sounds at the position of the target block
 * Car windows not getting snow cover
 * The player is able to pick up items not focused in POI
 * Character has to be in water in order to drink from it
 * Crouching affects open/close volume levels
 * No “Collect item” prompt is displayed on dropped Stone Shovel
 * Increasing server heap by shooting rockets at ground of lake
 * Dupe items using full backpack and lootcontainer
 * Player is able to upgrade and destroy blocks simultaneously
 * Concrete mixers are 1 block high but require 2
 * Excessive journal tip links removed from items, missing ones added
 * Campfire Dupe from forum and youtube find
 * Audio getting cut off before finished
 * An MP5 would not normally use 10mm ammo
 * Concrete Mix bucket model looks the same as Bucket of Water after dropping
 * Consumable items can be substituted with another while being used
 * Container Sorting – Not functional in Minibike Storage
 * Container Sorting – Stacks of same blocks are not sorted together in Container or Backpack
 * Client in a multiplayer game does not receive Harvesting Resources note after killing an animal
 * Pistol cannot be picked up after being dropped
 * Auger falling through world
 * Iron Desk Stability is different than Wood Desk
 * Scrap metal log spike yields wood upon destruction
 * Dupe assembly items with sorting button
 * Crafting queue does not advance after slot is cancelled
 * Incorrect collision detection on Minibike
 * Ammo amount indicator does not appear after respawning while wielding a weapon
 * Death of the player’s character does not affect the number of spawned zombies during horde as intended
 * Missing Accuracy and Range stats for certain ranged weapons
 * Crosshair is visible for Rocket Launcher whilst aiming down sight
 * Rocket Launcher unaffected by Range and Accuracy stats listed
 * Placed decorative blocks may partially sink in the surface
 * Spending Skill Points Journal Entry added only after completing Basic Survival Quest
 * Zombiespawn is triggered in owned POI by players w/o bedroll in it
 * Mouse sensitivity can no longer be set to 0
 * The player may get stuck in the wall after dismounting minibike
 * DOF for distant terrain
 * More severe description of the thirst/hunger effect that actually does damage
 * Chunks may not stream for certain players, also affecting mobs
 * Terrain artifacts may appear after removing large portions of ground
 * Zombie moan playing when they’re knocked out or dead
 * Impact sounds not playing quieter when crouched
 * Disappearing eyelashes while wearing particular headgear
 * Jewelry disappearing when wearing a hat
 * Missing drowning audio
 * Animal Hide Leg Armor is not displayed on character model
 * Terrain mismatch causes blocks not to render ( A15 & A16 )
 * Explosion does not affect the roof correctly
 * Using a bow results in multiple arrows being visible from another Player’s perspective
 * Some errors and potential NREs in networking if disconnected during login phase
 * Doors and undamaged windows do not keep the rain out
 * Many objects not getting snow cover
 * Grass tips missing snow
 * Lightning & Thunder on Dedicated Servers
 * Thunder synced between clients in MP games
 * Player dropped Backpack cannot be looted in shallow water
 * SetTraderArea can now also be used to remove a trader area protection
 * DeathCam persists after getting kicked off MP games
 * Water reflections flickering when camera near water surface
 * Assigned the relevant crafting skills to weapon parts
 * Wrong sound on one of the blood bag actions
 * Terrain has missing textures and black areas
 * Signs cannot be picked up once dropped
 * Terrain clipping exploit
 * Cement description is misleading
 * Duping bug using facial piercings
 * Bypassing loot timer by aborting loot progress
 * treeDeadShrub has wrong hitbox
 * You can place a bedroll in spaces too small to spawn a player
 * Socket Road LSystems not properly returning to last save point
 * Haybale is not repairable
 * Gas can and fuel barrel are smeltable in forges
 * Bow descriptions show compatible arrow types
 * Bugs with trees and crops
 * Animals won’t die from land mines while playing on dedi or as client on P2P
 * Ramp / inside corner frames do not have backfaces
 * Chemistry station not getting correct indoor/outdoor weather values
 * Fridge audio playing after quitting game
 * Snow on glass fix
 * Sun/Moon pop in movement on clients of MP games
 * Raw but fresh food has a lower chance for food poisoning than rotten/moldy food
 * Flaming arrows are ineffective if the target is on fire already
 * Items can be thrown through hatch’s collision box
 * Metal railing downgrades to wood railing
 * Shooting through lower part of the frame may cause projectile to go under the ground texture
 * The player can loop use animation of specific consumables and delay correct use of them
 * For each out of sync in network writing of Chunk
 * Old Sofas has incorrect icon and different name in creative menu
 * No icon when you pick up seeds while harvesting trees
 * Added send-backoff on errors for Steam networking
 * Change Hazmat Shirt into a Hazmat Jacket to prevent clipping issues
 * Wrong side textures on windowPlug blocks
 * Assigned correct (new) cutout shapes to frame blocks
 * Disappearing faces on wedge60 cutout
 * Table doesn’t hide itself
 * Some windows or wooden window frames have the wrong material type
 * stairs_filled_quarter_vertical_uv collision and zombie pathing
 * Timing on zombie hand attacks
 * Chalkboard is spelled incorrectly
 * Player unable to pass through wedge corner railings
 * Terrain concrete is too white
 * Road lineup issues in towns
 * Prefab heights in towns
 * Various other regeneration related issues
 * Blend not working
 * Highways not lining up in some cases
 * Limited bumpiness and cliffs on upward and downward turns
 * Collision on resource rock ID# 630
 * Wood frames durability is unequal
 * Unintentional air gap in flooded basement
 * Highways no longer connecting to other highways
 * Highways going to center of hub by default
 * Water holes in RWG due to road ending
 * Incorrect/missing fall events on some doors and log spikes
 * (Most) Navezgane Bridges are having SI issues
 * Sandbags are missing repair/harvest properties
 * Secure Reinforced Door collapsing into iron debris
 * Secure Reinforced Door and Metal Reinforced door do not turn into debris
 * Reinforced Wood Metal Log Spike3 does not leave debris after collapsing
 * Food Poisoning debuff is not refreshed when reapplied
 * Using delete key in input fields on Linux causes malformed strings
 * Cleaned up old corpses. We now have decoys
 * Removed duplicate sight from shotgun mesh
 * Wrong sound when using a blood bag
 * Outdated hit point values on some blocks/materials
 * Improve map colors
 * Water bottle icon showing incorrectly in character tool belt after filling
 * Fridges had doors on both sides
 * Keep populating server list after sorting
 * No floating “crafted” HUD icon with CustomIcon
 * When leaving game with attachable wire in hand – on rejoin the wire runs to 0,0,0
 * Farming feature suffers from a number of issues
 * Player is able to place cooking tools when UI shows padlock
 * Death animation disabled when alt tabbing during death
 * Breaking down a car on the sloped road will create a hole in the world
 * Some clothes and armors are lacking Waterproof statistic
 * Skill requirements of perks do not display localised string
 * Info window level starting at 0
 * All explosive ammo and mines use the Science crafting skill
 * Concrete and steel blocks have reversed explosion resistance
 * Zombie gore causes a blockage on catwalk, prevents zombies from advancing
 * Snowberry poisoning is causing wellness number to be too lengthy
 * Skill menu search function does not cover localized strings
 * Stack overflow exception when starting a new seed
 * Hunting Rifle has small zoom available
 * Bear had no collision or ragdoll
 * 3rd person clipping into main player camera when opening camera control window
 * Fix nightvision/miningLight double activate issue when holding a gun with no flashlight enabled
 * The UI shows incorrect weapon damage
 * Healing items can be used to identify decoy sleepers
 * Snowberry poison / blood draw kit buff lasts through player death
 * Audio – shotgun repeat rate fix
 * AK47 firing sounds
 * Many zombies material was set too dark
 * Exception in ItemValue Constructor
 * ArgumentOutOfRangeException on specific sign use
 * Cancelling bow and compound bow shots is now smooth and animates back to the idle position naturally instead of a lag and instant pop
 * Unisex Hair Raider rendering issues
 * Dev-flagged pickup frames and other “game mode” items like secure storage chests
 * Increased maxAlive scaling on gamestaged spawns. Both maxAlive and the max zombie / player menu setting act as max caps.
 * Distant terrain with holes in Navezgane
 * Raider hair overlay
 * Removed deprecated properties from sounds.xml
 * Zombie triggered car explosion doesn’t kill zombies
 * MP5 front sight is below the crosshair mark
 * Fix zombie run offset from dusk/dawn stinger
 * Issue where client skills wouldn’t clear out when joining a server
 * Fix glass icons transparency making them chopped up
 * Cannot shoot through certain Iron Bar (1126) rotations with guns – RWG
 * Session temp freezes when cancelling large recipe counts
 * INF Hub Cell does not exist at grid position 0, 1 for client
 * Incorrect values are shown in “Gun Smithing” skill
 * Large Welcome Sign Prefab seems to defy physics
 * Horde difficulty does not adjust correctly for a party with multiple players together
 * When new players join a dedi (day 77 ) the gamestage recalculates, gives only 1 zed each
 * Excessive harvest quantities
 * Block placement rotating when pausing the game.
 * Vehicle data saving on clients
 * Localization not working when game is not installed in Steam client
 * zombie transition from walk to idle and vise versa not smooth
 * Add zombies killed by playerdeath back to the pool
 * Marker not showing for clients when first placing minibike
 * Unmanned minibike triggers tripwire
 * Red paint showing on distant lod damaged cars
 * Secret Stash does not require Barter skill
 * Typo in cotton description, form should be from
 * un-needed railings in oil refinery
 * change color placement to red if the player blocks it
 * Decoration Replacing Light Pole Base in Nav a tp -1660 61 772
 * Fixed: Added burnt biome reference to the farming journal entry.
 * Fixed: Workstation journal entries: added info on items having to be in your inventory
 * Fixed: Audio clips not stopping upon leaving a game
 * Fixed: SDTD-6556 Audioloop possible on auto fire tools/weapons – when emptying a clip with no ammo

Game settings, command line, command console


 * Allow overriding the Steam language with the “-language=” command line argument
 * Launcher switch for exclusive fullscreen mode on Windows (“-window-mode exclusive”)
 * Allow EAC to be put in debug mode on servers with “-debugeac” flag
 * Console command “visitmap” to generate chunks and minimap contents
 * Console command “givequest” prints list of available quests if none given, also preventing an NRE when given an invalid quest name
 * Print IP of client to log on connect
 * ini support – location is in the same folder as Saves for your saved games. It will be auto-generated and filled once you exit the game, if it doesn’t exist. When hitting apply in the graphics options it should not overwrite your ini settings unless you specifically set those settings, or change Graphics Quality, in the graphics options menu. The default graphics options have been adjusted for better general performance.

Modding


 * Allow parameters to be passed to XUi controls as well as using them in simple calculations
 * Added “-debugxui” and “-debugxui=verbose” arguments to show XUi related warnings while loading, especially with control instantiation
 * Added a server side log entry “PlayerSpawnedInWorld” when a player actually spawned, as well as the according ModAPI event
 * Data/Config/Stealth.txt documents the stealth system and how to adjust it
 * Biome Particle Manager – Biomes.xml can now specify particle effects to play per biome with a few variables for count and placement. The BiomeParticleManager syncs all clients together and the particle effects are saved and loaded per game.  Exact location of the effects is mostly “random”, but synced between clients, while still only playing the effects within its correct biome.  More effects are spawned per biome a few seconds after players enter new biomes or every 5 minutes or so per client, but spawn count won’t go above the specified max in the biomes.xml file per effect, per biome, world-wide.
 * Reworked a bunch of the internal prefab editor features and UI to get closer to a prefab / world editor for public use

Servers / Config


 * “EnemySpawnMode” serverconfig setting is now true/false
 * “EnemySenseMemory” serverconfig setting has been removed
 * Added “BloodMoonEnemyCount” setting (Adjust this to get more enemies per player on blood-moons if your game stage is high enough. Game-stages are still determined by your party)
 * Added “BedrollDeadZoneSize” setting (This is a 3 dimensional unit in meters from bedrolls that blocks zombie spawning. Including zombies spawned from biomes, screamer hordes, blood moon hordes and even sleeper volumes that are within this distance.)
 * Allow overriding serverconfig settings via command line (“-settingname=value”)
 * Added “HideCommandExecutionLog” to disable printing of command execution to the server log
 * Limit of per player uncovered map area configurable with preference “MaxUncoveredMapChunksPerPlayer”, client side defaults to 4 times the area of before A16 (128 km² instead of 32 km²)
 * Support reserved slots (“ServerReservedSlots” and “ServerReservedSlotsPermission” settings) as well as admins joining the server even if already full (“ServerAdminSlots” and “ServerAdminSlotsPermission” settings)

Known Issues


 * Electric Fences do not have a unique buff yet this is coming in A17
 * On-screen keyboard is only available if you start the game from Steam’s Big Picture Mode
 * Smell is not working with the new stealth we will revisit it in a17
 * Once you are hunted, it takes along time for them to lose interest and your position.
 * Advanced rotations of doors and hatches are offset incorrectly.
 * Mac OS has a rendering overlay bug.
 * Mac OS distance building render too dark.
 * Linux OS distant water has missing texture.
 * }
 * }

Alpha 15
{| class="mw-collapsible wikitable mw-collapsed" style="width:85%" !width="130"|Version !width="80"|Release !Content

Alpha 15.2
Fixes: Known issues: Known Crashes Possible solutions
 * 4 February, 2017
 * Horde difficulty does not adjust correctly for a party with multiple players together
 * Player planted corn disappears immediately
 * Using a bow results in multiple arrows being visible from another Player’s perspective
 * User login phase updated, including fixes for users of Steam’s family sharing as well as improved kick feedback
 * Cancelled arrow does not visually unload from bow
 * Custom modded UMA zombies not using external atlas
 * Several duping issues
 * Terrain clipping to see underground buildings and caves
 * UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed
 * Auger, chainsaw and nailgun use the Gun Smithing crafting skill and the blunderbuss Weapon Smithing.
 * OSX: Game crashing on startup if multiple monitors are attached and not set to mirrored
 * Linux: Graphics corruption on some GPUs
 * Windows: Game crashing after entering a game on old NVIDIA drivers (34x series)
 * Switch to the GLCore renderer in the game launcher (see below)
 * Windows only: Try the 32 Bit engine from the game launcher (see below)
 * Clean up old game data (e.g. from the “Tools” tab in the game launcher)
 * Show the game launcher
 * Open the Steam client
 * Switch to the Games Library
 * Right click “7 Days to Die” and select “Show Game Launcher”
 * If any of the above issues are fixed by one of the above options, please report in the PC Support Forum Section of the forum. If none of these help use the PC Bugs Forum Section and post your problems, make sure to read the sticky thread about bug reporting first though!

Alpha 15.1
Alpha 15.1 Changes Fixes Known Issues
 * 7 Dec, 2016
 * Additions
 * Added: Steam trading card support and content
 * Added: Steam badge support and content
 * Added: Steam profile background support and content
 * Added: Steam emoticon support and content
 * Added: Logging of lost package count on UNET
 * Added RSS output to the “Time:” log entries on Win/Linux
 * Added: Wrote selected language to log
 * Added harvest event to wood spikes
 * Improved output of console command repairchunkdensity
 * Zombie limb dismemberment rebalanced
 * Player need more XP to reach the higher levels
 * Set Camera clipping near plane back to 0.1 (was 0.15) to avoid cheating by clipping camera through walls. Please check if you can clip terrain and look for z-fighting on road decor and distant terrain water in random gen
 * Slight audio pitch shift difference between entities and player + a tiny random shift for variation
 * AudioSource footsteps adjusted for better spacial awareness and close range zombies
 * AudioSource_Creatures tweak for better distance differences
 * Impact audio sources updated for better distances
 * Prop shaders spec updated to match Unity standard – better lighting
 * Damaged wood spikes only need to be repaired once
 * Zombie cops have a vulnerability
 * Increased hit points of vending machines
 * Remove Player Spawns in the Wasteland
 * Duplicate any item in zombie corpse
 * When new players join a dedi the gamestage recalculates, gives only 1 zed each
 * Area protected by invisible land claim block
 * Viewing the map preview tool after creating a save game causes issues
 * Drowning Sounds Missing
 * Viewing the map preview tool after creating a save game causes issues
 * Weapon attached flashlights project a wrong shadow of part of the gun
 * Ammo amount indicator does not appear after respawning while wielding a weapon.
 * XInput spam on some dedicated servers
 * Spending Skill Points Journal Entry added only after completing Basic Survival Quest.
 * Zombiespawn is triggered in owned POI by players w/o bedroll in it
 * Crafting queue does not advance after slot is cancelled
 * Dupe assembly items with sorting button.
 * Several clothing pieces are missing their texture on Linux/Mac (Sheen)
 * Pickup of stone shovel
 * Pistol cannot be picked up after being dropped
 * Wrongfully closed/opened traders
 * Player interactions not alerting zombies MP,SP,Dedi
 * Dupe items using full backpack and lootcontainer
 * Zombie pathing not working right with catwalk stairs and catwalks
 * Clientside-NRE when shooting zombies with AK on dedi
 * Launcher gives error when the config is corrupted
 * Campfire Dupe from forum and youtube find
 * Zombie Miner invisible spots on face
 * Audio getting cut off before finished
 * Solve issue for CSC walking away unharmed from running zombies
 * Horde groups can spawn a wider selection of zombies (as intended)
 * High server load when Telnet connection is force closed by client
 * Burnt zombie audio attached to audio manager audio source instead of on the particle effect. Now has a better falloff range.
 * Smooth melting snow between biomes, SSAO between fog ranges, and smoothed fog shader updates.
 * Switch to 7DTD shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them.
 * Gravel paths (to ore veins) do not show in the snow biome.
 * Increase time between UMA zombie spawns during bloodmoon
 * Vending machines are limited to a x8 claim modifier
 * Zombiecorpses cause invisible collision pillars when moved
 * Mining helmet too bright fix (change intensity from 2 to 1)
 * Using kill me results in the gamne getting stuck in the death anim
 * Wrong burn value of hay bales
 * Updated some networking related messages
 * Corrected typo in gamestages so that the game now uses “8” instead of the default “8”
 * Not all arrows and bolts are using proper ballistic arcs
 * Minibike book pretends to teach wheels recipe
 * Fixed female long hair
 * Fix for POI spawner triggering immediate respawn when player left the area, comes back after 5 days and kills all zombies.
 * Traders sell wrench and claw hammer schematics
 * You can place a block inside a corn plant, overwriting it
 * You can plant a crop seed on top of the one you just planted, wasting it
 * Beer sign is missing economic value
 * Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed
 * Some rare duping methods still exist

Alpha 15
Navezgane world updates Random Gen Worlds 3.0
 * Alpha 15 ||5 Oct 2016||
 * Alpha 15 ||5 Oct 2016||
 * Alpha 15 ||5 Oct 2016||
 * New Distant Terrain feature renders terrain over 1 kilometer away.
 * Almost 2 square kilometers of new explorable space has been unlocked
 * New highly embellished height map with huge mountains in every biome
 * New giant desert canyon
 * Over 23 new locations have been added to Game most in both Navezgane and Random Gen
 * 5 new unique Trader Settlements
 * Grand Ostrich Hotel
 * 2 new roadside hotels
 * Football stadium (Navezgane Only)
 * Auto Parts Store
 * New hidden bomb shelter
 * Oil refinery
 * Funeral Home
 * Prison
 * Red Mesa Government Installation
 * Indian Cliff Dwellings (Navezgane Only)
 * Canyon gift shop and scenic overlook (Navezgane Only)
 * Buzz’s Bar
 * Strip Club
 * Rock and Roll Club
 * Skate Park
 * Canyon Gold Mine (Navezgane Only)
 * New Trailer Park

We’ve greatly improved random gen with many improvements and additions including: Journal Tip System
 * New RG Distant Terrain
 * New road system that uses pathfinding for smoother transitions in height in all areas besides the hub entries.
 * Terrain generation is now in rwgmixer.xml: This allows for modification of the terrain
 * Biome generation is now also in rwgmixer.xml : This allows for modification of biomes
 * Hubcell data is generated and saved in the game’s save dir: This allows backward compatibility and prevents RWG from regenerating the hub each time it’s called when not cached.
 * Rwgmixer is saved to the game’s save dir: This ensures the same terrain generation and biome generation and prefab regardless of edits to the main file.
 * All new locations spawn except for the football stadium, canyon gift shop and canyon cliff dwellings.
 * We added a Random Gen Wolrd Previewer tool see the modding section below for more details.

A new journal tip system has been added to the main in game menu signified by a pen icon. The system writes all old tips and has over 20 new conditionally based in-game tips that pop out with a right screen notification. Players can at their leisure read these tips on advanced gameplay system teaching players everything from gun assembly when finding their first gun to harvesting with the best tool after killing their first animal.

Trader and Economy System

We have added NPC traders to the game at 5 unique White River settlements signified by a White River Flag and a Traitor Joel’s sign. These Settlements and NPCs appear in both Navezgane and Random Gen Worlds. NPCs include Trader Joel, Trader Rekt, Trader Bob, Trader Hugh and Trader Jimmy. The settlements are 100% land protected, players cannot build near them and players will be teleported out when the traders are closed so they cannot be exploited as a night time safe haven. Traders announce over loudspeakers when they are open, closed and about to close. When they close they lock their gate and turn off their open sign. When they open they unlock their gate and turn on their open sign. It is wise to close the gate behind you so you don’t let the zombies follow you into a settlement.

The in-game economy uses Duke coins and players can see how many they have in the upper right corner of their backpack. Traders will restock items periodically so check back often. They also have a secret stash category signified by a safe icon which offers special items based on your level and perks. Some items can only be bought or sold in bundles. Traders are open for business between dawn and dusk. Invest in the Barter skill and Secret the Stash perk to get better deals and see better items with traders.

We also added a new ‘White River Citizen’ quest to find Trader Outposts. The Quest is received when completing the ‘Basics of Survival’ quest chain.

Vending Machines

There are three types of vending machines: beverage vending machines found at stores, rentable trader protected vending machines found at Trader Settlements, and player owned vending machines which can only be acquired through a Trader’s Secret Stash. All vending Machines use Duke Coins which can be found in the world or acquired through selling items to Traders. You can see how much money you have in the upper right of your inventory.

NPCs can purchase from your rented vending machine so it’s wise to keep it well stocked and not mark up the items too high. If you buy your own vending machine it’s wise to put it in your land claim area as other players with effort can destroy them and steal your goods. Use these at your own risk as vending machine raiding ‘griefing’ will be possible. Note rented or player owned vending machines can be password shared if you want to let a friend use all of your vending machines functions.

Blood Moon Horde Party System

We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde.

Blood Moon Dynamic Difficulty

We have also added a Blood moon horde dynamic difficulty system. At runtime the game calculates the spawn game stage difficulty group for each party based on the criteria of number of players in the party, each player’s level in the party, each player’s current days survived ratio in the party and the hosts global difficulty setting. These things work together to output a game stage number or dynamic difficulty number for each party.

Higher game stage numbers have harder enemies F.E. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. New players can join the game just before the first Blood moon and only get a game stage 1 horde if they’re the only party member. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A16.

Improved Farming

We’ve improved the farming adding fertilizer and 5 new growable crops: Yucca, Mushrooms, Red Flowers, Aloe and Hops to make Beer. The soil can be improved and depending on it’s quality, grown crops will yield a greater harvest. Trees require regular dirt to grow to full size. Growing them in a desert or snow biome is less efficient.

Chemistry Station

We’ve added a new craftable Chemistry Station where both old and new advanced chemical and compound recipes can now be crafted. While some critical recipes can still be crafted with a beaker on a campfire, crafting them in a chemistry station is faster and requires fewer resources. Advanced recipes are limited to the chemistry station.

Station Searching

Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. This allows players to find and learn about recipes they cannot make at their current station or backpack.

New UMA Zombies

We’ve expanded on our general UMA system to use it to make custom zombies with unique loot, health and some with unique behaviors or abilities into the general spawning, special locations and blood moon spawning. The system is used for our NPCs like Traders too and will be used for Bandits in upcoming updates. Experience, Progression and Skill Changes Sign Creation System
 * Fallen Soldier Zombie (Found at Army and Government Installations. Notable loot includes firearms and military gear)
 * Hazmat Male and Female Zombies (Found at Army and Government Installations. Notable loot includes hazmat gear and technical supplies)
 * Zombie Biker (Found at bars. Notable loot includes biker clothing, melee weapons and minibike parts)
 * Zombie Stripper (Found at bars. Notable loot includes cash and drugs)
 * Utility Worker Zombie (Found at Utility and Factory locations. Notable loot includes mining helmets, metal resources, calipers and more)
 * Team Z Player Football Zombie (Found at Football Stadiums. Notable loot includes football helmets, Mega Crush energy drink, drugs, treasure maps and challenge quests)
 * Motivated Cheerleader Zombie (Found at Football Stadiums. Notable loot includes treasure maps and challenge quests)
 * Miner Zombie (Found at Utility and Factory locations. Notable loot includes mining equipment and dynamite)
 * Zombie Cowboy (Found at Old West ghost town locations. Notable loot includes cowboy gear, gun parts and complete weapons)
 * Zombie Farmer (Found near Barns and crops. Notable loot includes tools crops and seeds)
 * Skater Punk Zombie (Found in general spawns. Notable loot includes hoody, mechanical parts and quest notes.)
 * Hungry Female Zombie (Found in general spawns. General zombie loot.)
 * Walker Male Zombie (Found in general spawns. General zombie loot.)
 * Risen Woman Zombie (Found in general spawns. General zombie loot.)
 * The most notable difference is that you now gain level XP when killing zombies and animals. It will always be possible to reach level 200.
 * Weapon and armor skills will now increase faster.
 * Experience from action skills like mining is no longer capped when the skill reaches 100. It may not be much but you will always gain some XP while harvesting resources.
 * With a crafting skill of 100 you can craft Quality Level 500 items.
 * To get higher quality items you can use the combine feature of the workbench or go out and find better items in loot or on traders.
 * Before buying perks you can see which stats are going to be affected and what your base value for that stat currently is.
 * Concrete mix is now only crafted in a cement mixer. You may find cement mixers in the world now.
 * The Steel Smithing perk now has multiple (but pricey) levels where you can acquire recipes for items that are usually only found and harvested.

Players can craft, place and add custom text on small medium and large signs made of wood. Sizes are 1×1, 1×3 and 2×5

Localization

We now support 4 languages English, Spanish, French and German which can be set through your steam language selection Tab. In Steam Right click on 7 Days/properties/language select your language. Note: Some new or rectly changed text will only appear in English which will be updated in future releases.

Steam Achievements

We have added a ton of Steam achievements some of which are secret.

Improved Ore Veins and Mining

We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. These minerals can be sold at the Trader Stations.

Workbench Improvements

We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. We have also moved some advanced recipes exclusively to the workbench. Workbenches have been added to some locations like trader settlements and other areas. Workbenches can also be disassembled with a wrench.

Backpack and Container Sorting

We added a new backpack and loot container sorting system. Just click on the icon of your backpack and container and items will stack and sort properly.

New Recipes

There are over 80 new recipes including a Chemistry Station, Beer, Snowberry Juice, Player Made Signs, Draw Bridges, Garage Doors, Arrow Slits, Wooden and Metal Catwalks, Railings and Stairs and switchable lights. Note: Some recipes can only be crafted at the new Chemistry Station or improved Workbench and some are only unlocked by purchasing a related perk. New Items (Lootable/Harvestable/For Sale)
 * Adobe White Arrow Slit
 * Awning Red Corner Full
 * Awning Red Corner Inside
 * Awning Red Corner Round
 * Awning Red Corner Round Top
 * Awning Red Gable
 * Awning Red Pyramid
 * Burning Barrel
 * Ceiling Light (Switch)
 * Ceiling Light 02 (Switch) Silver Dome Light
 * Cobblestone Arrow Slit
 * Cobblestone Frame Full Corner
 * Cobblestone Frame Inside Corner
 * Cobblestone Frame Pillar 100
 * Cobblestone Frame Pillar 50
 * Cobblestone Frame Plate
 * Cobblestone Frame Pole
 * Cobblestone Frame Stairs
 * Cobblestone Frame Wedge
 * Cobblestone Frame Wedge Tip
 * Concrete Arrow Slit
 * Concrete Corner Round Top
 * Concrete Corner Round
 * Concrete Support
 * End Table
 * End Table Lamp
 * Flagstone Arrow Slit
 * Garage Door Metal
 * Industrial Light (Switch)
 * Metal Trussing Ramp
 * Porch Light (Switch)
 * Reinforced Double Drawbridge
 * Reinforced Drawbridge
 * Scrap Iron Arrow Slit
 * Scrap Iron Frame Wedge Tip
 * Street Light (Switch)
 * TV
 * TV Large, Left
 * TV Large, Right
 * Wood 1/2 Block
 * Wood Arrow Slit
 * Wood board stairs
 * Wood Board Stairs With Railing
 * Wood Catwalk
 * Wood Catwalk Corner
 * Wood Catwalk Wedge Corner Railing
 * Wood Catwalk With Railing
 * Wood Railing
 * Wood Wedge Tip
 * Mining Helmet
 * Beverage Cooler
 * Cooler
 * Lockers
 * Aloe Vera Seed
 * Chrysanthemum Seed
 * Hop Seed
 * Mushroom Spores (Seed)
 * Yucca Seed
 * Beer
 * Moldy Bread
 * Snowberry Juice
 * Candy Tin Can
 * Car Air Filter
 * Dirt Fragment
 * Electrical Parts
 * Electronic Components
 * Fertilizer
 * Flashlight
 * Hub Cap
 * Scrap Cable
 * Scrap Plastics
 * Snowball
 * Snowberry Extract
 * Spring
 * Sign (C)old Beer
 * Wooden Sign 1x1m
 * Wooden Sign 3x1m
 * Wooden Sign 5x2m
 * Snow
 * Nailgun
 * Cooking Pot Mine
 * Scrap Log Spike Frame
 * Chemistry Station

We have added many new items you can get by looting, harvesting or purchase from traders. New Creative Block Shapes
 * Nailgun Schematic
 * Tasting And Brewing
 * Black Baseball Cap
 * Black Cowboy Boots
 * Black Goth Boots
 * Black Goth Pants
 * Black Hooded Sweatshirt
 * Black Jacket
 * Black Leather Duster
 * Black Leather Hood
 * Black Press Boy Cap
 * Black Shades
 * Black Shorts
 * Black Skirt
 * Blue Baseball Cap
 * Blue Hooded Sweatshirt
 * Blue Press Boy Cap
 * Blue Shorts
 * Blue Skirt
 * Brown Baseball Cap
 * Brown Hooded Sweatshirt
 * Brown Press Boy Cap
 * Brown Shorts
 * Brown Skirt
 * College Jacket
 * Cowboy Boots
 * Green Baseball Cap
 * Green Hooded Sweatshirt
 * Green Press Boy Cap
 * Green Shorts
 * Green Skirt
 * Heavy Bandit Boots
 * Heavy Bandit Chest Armor
 * Heavy Bandit Gasmask
 * Heavy Bandit Gloves
 * Heavy Bandit Leg Armor
 * Overalls
 * Red Baseball Cap
 * Red Hooded Sweatshirt
 * Red Press Boy Cap
 * Red Shorts
 * Red Skirt
 * Running Shoes
 * Strong Glasses
 * ZU Fan Shirt
 * White Hooded Sweatshirt
 * White Jacket
 * White Press Boy Cap
 * White Shorts
 * White Skirt
 * ZU Football Helmet
 * Aloe Vera Plant
 * Aloe Vera Seed
 * Chrysanthemum
 * Chrysanthemum Seed
 * Corn Plant Random (Harvestable)
 * Cotton
 * Goldenrod Flower
 * Hop Plant (Harvestable)
 * Hop Seed
 * Hops Flower
 * Mushroom Spores (Seed)
 * Snowberry
 * Snowberry Plant (Harvestable)
 * Yucca Seed
 * Mega Crush
 * Snowberry Juice
 * Yucca Cocktail
 * Dirt Fragment
 * Electrical Parts
 * Electronic Components
 * Fertilizer
 * Gold Nugget
 * Mechanical Parts
 * Old Cash
 * Raw Diamond
 * Raw Iron
 * Scrap Plastics
 * Silver Nugget
 * Snowball
 * Snowberry Extract
 * Steel Polish
 * Nailgun Frame
 * Nailgun Parts
 * Nailgun Receiver
 * Rechargeable Battery
 * Diamond Deposit
 * Gold Ore
 * Silver Ore

We have also added many new block shapes for the creative builders to use. Added Changed Fixed Server.Config Modding and Tools
 * Adobe White Arrow Slit
 * Arrow Slit
 * Awning Green Corner Round Top
 * Awning Red Corner Round Top
 * Awning Tan Corner Round Top
 * Bar Stool
 * Brick Corner Round Top
 * Ceiling Light (Switch)
 * Ceiling Light 02 (Switch)
 * Cobblestone Arrow Slit
 * Cobblestone Frame Full Corner
 * Cobblestone Frame Inside Corner
 * Cobblestone Frame Pillar 100
 * Cobblestone Frame Pillar 50
 * Cobblestone Frame Plate
 * Cobblestone Frame Pole
 * Cobblestone Frame Stairs
 * Cobblestone Frame Wedge
 * Cobblestone Frame Wedge Tip
 * Cobblestone Full Corner
 * Cobblestone Inside Corner
 * Cobblestone Pillar 100
 * Cobblestone Pillar 50
 * Cobblestone Plate
 * Cobblestone Pole
 * Cobblestone Wedge
 * Cobblestone Wedge Tip
 * Concrete Arrow Slit
 * Concrete Corner Round Top
 * Concrete Corner Round
 * Corrugated Metal Corner Round
 * Corrugated Metal Corner Round Top
 * Draw Bridge
 * Fertilized Farmland
 * Flagstone Arrow Slit
 * Forest Flower
 * Forest Grass Diagonal
 * Furnace Door, Open
 * Garage Door Metal
 * Garage Door Metal v2
 * Green Drawer, Open
 * Green Rusty Metal Corner Round Top
 * Green Rusty Metal Wall Ramp
 * Hubcap (No Mine)
 * Industrial Light (Switch)
 * Loudspeaker
 * Metal Catwalk
 * Metal Catwalk Corner
 * Metal Catwalk Wedge Corner
 * Metal Catwalk Wedge Corner Railing
 * Metal Catwalk With Railing
 * Metal Railing
 * Metal Reinforced Wood Arrow Slit
 * Metal Sheet Random (POI)
 * Metal Stairs
 * Metal Stairs With Railing
 * Metal Trussing Ramp
 * Spotlight (POI)
 * Mortician’s Drawer, Open
 * Mushrooms (Harvestable)
 * Porch Light (Switch)
 * Red Metal Corner Round Top
 * Reinforced Concrete Arrow Slit
 * Reinforced Concrete Corner Round
 * Reinforced Concrete Corner Round Top
 * Reinforced Double Drawbridge
 * Reinforced Drawbridge
 * Reinforced Scrap Iron Arrow Slit
 * Reinforced Scrap Iron Wedge Tip
 * Reinforced Wood Arrow Slit
 * Reinforced Wood Metal Wedge Tip
 * Reinforced Wood Wedge Tip
 * Rusty Iron Corner Round
 * Rusty Iron Corner Round Top
 * Scrap Iron Arrow Slit
 * Scrap Iron Frame Wedge Tip
 * Scrap Iron Wedge Tip
 * Stainless Steel 1/2 Block
 * Stainless Steel 1/4 Block
 * Stainless Steel 1/8 Block
 * Stainless Steel Arrow Slit
 * Stainless Steel Blocks
 * Stainless Steel Corner Round
 * Stainless Steel Corner Round Top
 * Stainless Steel Full Corner
 * Stainless Steel Inside Corner
 * Stainless Steel Pillar 100
 * Stainless Steel Pillar 50
 * Stainless Steel Plate
 * Stainless Steel Plate Centered
 * Stainless Steel Pole
 * Stainless Steel Pyramid
 * Stainless Steel Ramp
 * Stainless Steel Ramp Corner
 * Stainless Steel Stairs
 * Stainless Steel Support
 * Stainless Steel Wedge
 * Stainless Steel Wedge Tip
 * Steel Arrow Slit
 * Steel Corner Round
 * Steel Corner Round Top
 * Street Light (Switch)
 * Trader Spawn Block
 * White Metal Corner Round Top
 * White River Flagpole
 * Wood Arrow Slit
 * Wood Board Stairs With Railing
 * Wood Catwalk
 * Wood Catwalk Corner
 * Wood Catwalk Wedge Corner
 * Wood Catwalk Wedge Corner Railing
 * Wood Catwalk With Railing
 * Wood Railing
 * Wood Shingles Corner Filler
 * Wood Shingles Ramp Corner
 * Furnace
 * Green Drawer
 * Mortician’s Drawer
 * Player Vending Machine
 * Vending Machine
 * Vending Machine Rental
 * Diamond Deposit
 * Gold Ore
 * Silver Ore
 * Cooking Pot Mine
 * Scrap Log Spike Frame
 * Chemistry Station
 * Added: To optimize framerate and give players a chance to loot zombie corpses. We added a new system where ragdoll zombies turn into a lootable corpse approximately 45 seconds after death.
 * Added: water_emerge sounds and entry in sounds.xml
 * Added: Launcher on Windows, allows switching 32/64 bit engine as well as a few other options
 * Added: Wood and glass items can be scrapped
 * Added: Workstations can be disassembled with a wrench
 * Added: Blood Draw Kit has a side-effect
 * Added: control keys to modify god mode and free camera speeds using keyboard -/+ keys
 * Added: heavy bandit armor items
 * Added: new male hairstyles
 * Added: weeds, cinder blocks, small rocks, cracks, and an occasional old tire to roads
 * Added: Heavy bandit armor is equal to iron armor, armor name keys and description added
 * Added: New eyeball specular texture
 * Added: Water Particle Limiter in Video Option
 * Added: sawing sound when placing wood frames
 * Added: Animation for climbing ladders
 * Added: Missing (new) stairs variant Added: so all upgrade paths are consistent.
 * Added: Items and schematic for nailgun parts and some advanced resources
 * Added: Cooking pot mines
 * Added: Console output can be scrolled with PageUp / PageDown
 * Added: Directional thunder & lightning
 * Added: You can scrap stone tools or leftover concrete/brick blocks
 * Added: Bleedout buff audio hookup to code, internalBleeding & bleeding
 * Added: Stunned buff audio code
 * Added: Stunned audio filter
 * Added: Blood moon lighting
 * Added: default eyebrow to male and female bases
 * Added: Player Exp from killing entities
 * Added: 6 new maple forest grasses to maple forest.
 * Added: console comands BuffPlayer, DebuffPlayer, ExportItemIcons, RepairChunkDensity, TeleportPlayer
 * Added: Snowberry harvesting, crafting and effects
 * Added: new broken highway section to the wasteland decoration
 * Added: rough cut wood texture
 * Added: console commands GetGameStats and SetGameStat
 * Added: eyeliner, eyeshadow, blush, goth eyeshadow and lipstick to female characters
 * Added: land mines to the wasteland.
 * Added: commandline argument “-noeac” to disable EAC on Linux/OSX clients
 * Added: Gunpowder recipe for the workbench
 * Added: Any kind of food heals you now.
 * Added: library to school
 * Added: Command “teleport” which acts on the player issuing the command
 * Added: Launcher switches to disable EAC on Linux / OSX, disable NativeInput module on Windows.
 * Added: Console commands for weather indoorFogOff/On and the spectrum command.
 * Added: UMA texture quality option to video options.
 * Added: UMA Zombie Texture Caching system.
 * Added: Support for “required” field in entity spawn groups.
 * Added: Facial piercings item found in loot and on traders.
 * Added: Steel upgrade for log spikes.
 * Added: Launcher option to disable UNET networking.
 * Added: SystemInfo command to display your current running system info (Can be used to check which graphics device was being used, but there is other useful information in there about memory and CPU info )
 * Added: Running shoes can be found in loot and nerdy glasses can be found in loot.
 * Added: Enable glCore support and Launcher option for GLCore, tooltips for options.
 * Changed: Added dtx1 and 5 compression to all atlases as an optimization. Deleted unused water textures
 * Changed: Optimized lights so they look better and cause less overdraw which will give locations and player placed lights better performance
 * Changed: overlays may now use named colors such as skin, eye, hair
 * Changed: UMA creation refactored into one class for all UMA generation
 * Changed: Body sliders Changed/removed, now muscle and weight control the body proportions
 * Changed: Adjusted alpha cutout to reduce see through hair and baldness
 * Changed: Hide poncho now hides chest armors to fix flipping issues
 * Changed: Metal items and armor are more expensive making repair more viable.
 * Changed: Rockets now require fuel.
 * Changed: Default placement rotations of stairs, corners, etc. are now consistent.
 * Changed: Updated uma standard shader to look identical to standard (specular setup) the artists use so that in game art looks correct
 * Changed: Removed import animations flag from some clothing models
 * Changed: values of uma hair shader to match standard shader specular setup
 * Changed: Deleted old beard textures
 * Changed: Assigned new beard textures to bearded characters
 * Changed: Removed color from ball cap so it can be colored in game better and white hats are possible
 * Changed: Tribal tattoo is white so it can be colored now
 * Changed: Characters now use the standard shader for eyes which reduces draw calls
 * Changed: Hair now has working specular
 * Changed: Planted and decorative tree stages / resources cleaned up
 * Changed: TNT can be picked up
 * Changed: Adjusted some holster transitions to reduce sideways guns
 * Changed: Default color of jeans for male and female custom characters
 * Changed: Adjusted player editing menu probe intensity and color
 * Changed: Players eyes were too bloodshot
 * Changed: Removed stone-tipped crossbow bolts.
 * Changed: A workbench is required to craft steel tools, and other advanced items.
 * Changed: Clubs in general are very bad at harvesting but the sledgehammer has gotten a lot better at smashing things.
 * Changed: Damage on mining tools adjusted.
 * Changed: Iron ore is not as soft any more.
 * Changed: Auger and chainsaw do not break as quickly and are more competitive overall.
 * Changed: The claw hammer is the “iron” upgrade to the stone axe and only requires a forge.
 * Changed: The wrench is a steel tool, repairs faster than the hammer and can disassemble things.
 * Changed: Dirt and snow Changed: to granular drops.
 * Changed: The concrete mixer is made in the workbench but does not require a skill.
 * Changed: Item and block prices, second pass.
 * Changed: All red clothing items to a unified tone
 * Changed: Improved SpawnScouts command
 * Changed: Scaled characters to fit our new skinny weight.
 * Changed: Adjusted a few heights of characters.
 * Changed: Hoe attack rate is much faster, making the hoe much better for clearing grass
 * Changed: All blocks that used cutout moveable are now on the grass atlas, for less draw calls and a performance increase
 * Changed: Updated rope texture for cobblestone frames.
 * Changed: Gain level Exp on skill cap
 * Changed: Beer is now brewed with a brewery station. Beer is no longer another flavor of coffee, it prevents you from being stunned and gives you unlimited stamina for 60 seconds.
 * Changed: Zombies spawn from a sleeping position and stand up
 * Changed: All trees are now defined as multiblocks and support blocks up to likely heights
 * Changed: New stairs and catwalks have recipes, upgrade paths, repair cost, etc. (except for Board Stairs without railing)
 * Changed: The nailgun is now an assembled gun.
 * Changed: Small spikes redesigned
 * Changed: Updated snowy grass and wasteland brown grass
 * Changed: Land mines are more powerful, create no chain-reactions, and do almost no terrain damage
 * Changed: F-keys cannot be bound to actions
 * Changed: Console key is F2 now
 * Changed: The “burning” buff from stepping on a campfire ends quickly after stepping off the fire
 * Changed: Cacti do less damage than big mean spike traps
 * Changed: The bleeding effect from traps is more informative and does not linger as long
 * Changed: Cloth blocks like awnings will prevent fall damage
 * Changed: Log spikes brought in line with block upgrade costs and paths
 * Changed: CPU optimization on crop and tree growth timers
 * Changed: Cement mixers and workbenches do not emit heat
 * Changed: Trees do not grow to full size if planted on meager ground like in a desert or wasteland
 * Changed: Craftable biome-specific earth blocks unified and they grow appropriate grass types
 * Changed: Snow is no fertile ground
 * Changed: The burnt forest isn’t as hot
 * Changed: Water cools you down a lot more. Beware of getting wet in the cold areas. It should cool you off in the desert now though.
 * Changed: Dry temp cutoff based on outside temp not core temp.
 * Changed: More balancing of all explosives.
 * Changed: Ores and boulders drop iron fragments that need to be scrapped or smelted
 * Changed: All basic metal resources have a weight of 1. This means a lot of numbers Changed: so please keep an eye on crafting, harvest or upgrade amounts.
 * Changed: Crossbows require forgedIron to craft so this is also the repair material
 * Changed: Crafting stations (blocks) do not stack
 * Changed: Painkillers make you immune to stuns but cost more hydration
 * Changed: Beds and mattresses prevent falling damage
 * Changed: Updated mipmaps and textures art to reduce distant tiling of terrain textures
 * Changed: desert grass sun spectrum and pine forest sun spectrum
 * Changed: No longer “ending” horde spawns on logout after 30 zombies arrive. The 12 hour timeout will catch the case where people logoff and relog, also this punishes leaving during a horde since the horde starts over when you rejoin.
 * Changed: Avoiding too much memory allocations on dedi: clearing chunk pools when a player disconnectes
 * Changed: Armor skills increase much faster. This should be workable now.
 * Changed: Allow commands to have default permission levels
 * Changed: Following commands can be used by any user by default now: chunkcache, debugweather, getgameprefs, gettime, help, listplayerids, listthreads, memcl, settempunit
 * Changed: Hitmask properties for thrown items
 * Changed: Road decorations to fix multi texture blending problems.
 * Changed: Grass sub biome in pine forest to dirt sub biome, added hollowed out trees to them
 * Changed: Added wild grass growing to country dirt roads
 * Changed: Removed asphalt cracked textures as all asphalt is now cracked everywhere
 * Changed: The fog of war of 4 instead of 2 chunks are now uncovered around the player.
 * Changed: Updated green rusty metal, red rusty metal, brown and green tile floors.
 * Changed: asphalt, forest ground, barnwood textures
 * Changed: XUI Bindings are now case sensitive.
 * Changed: Choosing Random Gen from new game will use RWG 5
 * Changed: Can no longer pick up land mines once placed. In the future there might be a disarm mini game like lockpicks
 * Changed: Started adding border mountains to the plains and a few rock spires
 * Changed: Wasteland sub biomes are now dead grass instead of dirt
 * Changed: burnt forest sub biomes to dead grass
 * Changed: wasteland dirt sub biomes to dead grass
 * Changed: cotton harvest/repair events and recipes to the new harvested items
 * Changed: Commercial door 3 is prepared for removal of art assets
 * Changed: Reduce Collider allocations in ApplyExplosionForce.FixedUpdate
 * Changed: Updated cone with a new shape that has smooth shading
 * Changed: Aloe plant model.
 * Changed: Yucca plant model.
 * Changed: Wood spikes now use rough cut wood texture for non-upgraded ones
 * Changed: Adjusted enemy audio repeat rates (slower) and loudness (eg. alert vs roam).
 * Changed: Reduced range and intensity of water particle audio so it doesn’t mask other sounds so much
 * Changed: Adjusted animal and zombie volume ranges so you can hear them squeal loud enough when you hit them or when they agro you
 * Changed:  Change upgrade path of whiteSidingWoodPanelBurnt1-3
 * Changed: Spotlights can now be switch on/off in the game
 * Changed: Light optimization pass for intensity, range, and overlap
 * Changed: Emma has new hair
 * Changed: Dirt sub biomes in the pine forest don’t stand out as much on the map
 * Changed: All “new” stairs have a flag that should help zombies path over them.
 * Changed: Yucca plant harvesting Changed: to Yucca fruits
 * Changed: Stone tools require more small rocks.
 * Changed:  Economy balancing
 * Changed: Updated Maria character preset to be more appealing
 * Changed:  New sounds hooked up for garage doors
 * Changed: Adjusted blood moon and snow fog
 * Changed: Set hornet wing to better alpha values.  (Not working on fog yet)
 * Changed: Increased rain epicness (drop count, opacity, stretch)
 * Changed: Updated desert wall, wasteland rubble, and wasteland sky/fog/lighting
 * Changed: Updated curb wasteland textures
 * Changed:  Sub biome in the forest blends better with main biome vegetation
 * Changed: Updated cotton flower art
 * Changed: Wooden club + shiv are not repairable and break after use. Repairable weapons or tool do not.
 * Changed: Updated plains biome art
 * Changed: Fixed the AudioSource the announcement sounds were pointing to.
 * Changed: Made garage door sounds louder.
 * Changed: Forest can randomly be a little colder.
 * Changed: Wasteland now has extreme temperatures.
 * Changed: Clothing rebalanced for temperature and wetness protection (details in XML.txt)
 * Changed:  Zombie kill XP and level XP rebalanced. You can make level 2 by “only” killing 8 easy zombies. At level 60 you need 12.
 * Changed: Made vending sounds louder.
 * Changed: Made plant pick sfx louder.
 * Changed: Biome ore distribution rebalanced
 * Changed: Increased probability and value of precious ore blocks
 * Changed: Updated the chemistry station recipe to better reflect the block model
 * Changed: In loot or on traders you can find better items than what you can craft yourself
 * Changed: Separated “music” from sound effects in environment audio (stingers vs. natural sounds like owls hooting).  The audio options slider for music should now affect these.
 * Changed: Smooth audio volume fade added for indoor/outdoor enclosure volumes (eg. hear rain quieter when you’re indoors)
 * Changed: If more than 50 items are dropped on a chunk, delete the oldest until there are only 50 again.
 * Changed: Improved snow shader, cobwebs blend with fog, lighting transitions and shadow transitions throughout the day/night, and increased moon’s sprite brightness
 * Changed: Rebalanced skill gain. Repairing items and using weapons gets you noticeable increases.
 * Changed: Assigned AudioSource_Default to the correct AudioSource per category.
 * Changed: Adjusted crafting perk costs like for concrete
 * Changed: Raised ambient in the mixer
 * Changed: Raised impacts and reduced menu sounds.
 * Changed: Made red and green maples more saturated
 * Changed: Footstep volumes increased when entity is running, including self
 * Changed: Blunderbuss is better early on but does not get that much better at high QL. Go get a shotgun.
 * Changed: Crossbow + Blunderbuss are “medieval era” weapons and require no workbench or wrench.
 * Changed: All biped corpses (excl chickens) decay in 45s. Others 300s. Their loot moves to the gore block.
 * Changed: Optimized tree texture compression
 * Changed: Optimized campfire and forge particles, added Light LOD cutoff for their light sources.
 * Changed: Reduced weapon switch time in third person. Masked gunjoint in idle animation to reduce guns rotating sideways when switching. Removed idle states in weapon switching so weapons transition without a “middle man” animation influencing them.
 * Changed: Make ladders stickier
 * Changed: Made density verification check a bit less hard (density < 0 and none terrain is now allowed). Was a request from the modder
 * Changed: Increased zombie cop and feral block damage
 * Changed: Updated blunderbuss, AK-47 and chainsaw art
 * Changed: Huge update to forest art
 * Changed: Updated stone texture
 * Changed: All terrain textures tile every 8 meters instead of every 4, this helps texture tiling on distant terrain
 * Changed: Buffs can play auto-gender pain or hit sounds
 * Changed: Updated curb grass and asphalt to match new terrain grass
 * Changed: Tweaked blood moon visuals
 * Changed: Adjusted plains fog/sky
 * Changed: Non threaded HubCellData pregeneration updated to work like the threaded version
 * Changed: Dedicated servers now use the non threaded HubCellData pregeneration
 * Changed: Improved cloudy spectrums and fog
 * Changed: Feral zombies have way less hit points but always run even during the day
 * Changed: Scrap Cable is no longer used. Mechanical Parts are being used instead.
 * Changed: Updated water normal map
 * Changed: Bellows and poncho can be crafted from either animal hide or leather
 * Changed: Treasure chests may have more actual treasure
 * Changed: Ore veins can be found by traces of gravel on the surface. Follow them down and you will find iron. Follow the iron and you find everything else.
 * Changed: Plant fiber garments are not better than cloth ones.
 * Changed: Removed 2 temporary recipes that are no longer needed.
 * Changed: A mining helmet is crafted from a football helmet, not a scrap one.
 * Changed: The hoe is not a very good repair tool.
 * Changed: Biker boots are the best leather boots you can get.
 * Changed: The wrench recipe no longer requires a schematic.
 * Changed: Gravel is a little more stable.
 * Changed: Added specific temperatures per biome for day 1 weather grace period. Pine Forest 60, Maple Forest 60, Snow 45 and all other biomes 70.
 * Changed: Removed audio from supply drop parachute opening in the sky.
 * Changed: Removed Calipers and ToolAndDieSet from treasure chests.
 * Changed: Recipe searches show results for all workstations with icons.
 * Changed: Removed un-used old resource deposit coal and nitrate prefabs will be changed to new ones.
 * Changed: Adjusted crafting time bonus on skills.
 * Changed: Ore distribution 2.0 + Updated surface ores. All biomes have iron ore and a rare chance for all ores. Each biome has a predominate ore which can be seen in small piles on the surface and found in that biome near bedrock. Special ores per biome are nitrate in snow and wasteland, lead in the maple and pine forests, coal in the plains and burnt forests, and oil shale in the desert. You can also look for light brown gravel spots on the ground or the map and dig down from there to find the resource veins. Clay can be seen as a medium brown spot on the surface.
 * Changed: Wood ladders can be upgraded to metal ladders
 * Changed: Flashlights are less common in backpacks.
 * Changed: Auger blades’ damage won’t degrade from repairs and you can upgrade them.
 * Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards.
 * Changed: Removed all player spawns from the Navezgane and Random Gen Wastelands.Changed: Reduced crafting time on wood items.
 * Changed: Traps rebalanced. Barbed wire fences slow enemies, spike traps kill them, log spikes are more durable.
 * Changed: POI zombies to not be territorial. Note that dogs and bears still give up the chase after a certain amount of time.
 * Changed: Made most of the corn at the Navezgane farm dead there are still some harvestable corn there to loot.
 * Changed: Reduced intensity of burning barrel light.
 * Changed: Gravity on arrows is more realistic.
 * Changed: The cheaper gunpowder recipe has been moved to the chemistry station.
 * Changed: The coal torch recipe has been removed.
 * Changed: Blunderbuss ammo made from iron has been removed.
 * Changed: The blade of an auger or chainsaw can be recrafted at a workbench.
 * Changed: Stone layer removed from the desert.
 * Changed: Updated water textures.
 * Changed: HubCellData now sent to clients from the server.
 * Changed: Update iron ore, and lead ore to be more distinguishable.
 * Changed: Water Particle Limiter is now Water Particle Count.  100% is 100% particles rendering, now, instead of the reverse.  And re-organized/moved the slider in the graphics options menu.
 * Changed: Reduced mouse sensitivity when zoomed.
 * Changed: Explosives rebalanced (zombie damage not yet working correctly)
 * Changed: Weather transitions speed increased by 6.5x in order to make MP games more in sync.
 * Changed: Removed AudioPlayer.cs from p_impact prefabs per Favale request.
 * Changed: Coal and nitrate can be found in loot.
 * Changed: Explosion damage rebalanced.
 * Changed: There are new loading screen images that also reduce memory.
 * Changed: Updated Navezgane and RGW world thumbnail images.
 * Changed: Glass has more structural integrity so (small) glass ceilings can be built
 * Changed: Surface boulders can drop ores other than iron.
 * Fixed: rendering issues on Linux/Mac
 * Fixed: A falling block’s “stick” event replaces any partial block
 * Fixed: Servers don’t save time on crash/improper shutdown
 * Fixed: Player cannot jump in shallow water during crouching
 * Fixed: Plantfiber and leather hood are rigged to eyes.
 * Fixed: SWAT helmet clips through female head
 * Fixed: Jumping animation is glitching when character is in idle state
 * Fixed: Moon alpha
 * Fixed: Client’s wellness resets to 100 when their character dies,
 * Fixed: Minibike horn too quiet
 * Fixed: Number defining Nailgun’s quality is not placed centrally.
 * Fixed: Minibike causing insane damage to players, once it was hit by spikes
 * Fixed: Queued tooltips and sounds display after quitting and starting a different game.
 * Fixed: Medicine skill effects do not show on items or buffs
 * Fixed: Tracking waypoint does not work properly.
 * Fixed: Debug string zombie name in description of “I’m a Lumberjack an I’m Okay” challenge.
 * Fixed: Removed blood splatter on respawn
 * Fixed: Perk level 0 so that a perk displays what it currently does before you buy it
 * Fixed: Ballcap uses faceted lighting
 * Fixed: Bad UV’s on vertical low quality water
 * Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
 * Fixed: Environment – Mining Helmet flashlight’s bulb is not bright when flashlight is on and player sits on the Minibike.
 * Fixed: Sounds pause when game is paused
 * Fixed: Wood Log Spike’s collider is too big
 * Fixed: Not able to jump on block while in water
 * Fixed: Changing music volume in settings is not smooth between 0-100%
 * Fixed: Underwater soundFX
 * Fixed: Ranged gunshot sound played when game starts if equipped
 * Fixed: Movement fade removed from non-weapon crosshair
 * Fixed: Unnecessary prompt when trying to disassemble weapon on reloading.
 * Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
 * Fixed: Yucca Plant have low quality textures and strange rotation problems.
 * Fixed: FP – UI – Buffwindow disappears when clicking on buff after inspecting item.
 * Fixed: Reentering session with active crafting causes crafted item SFX to be audible outside of crafting menu.
 * Fixed: Minibike’s name does not update
 * Fixed: Grammatical error in Raphael’s Treasure Map quest
 * Fixed: Misleading Buckshot description
 * Fixed: Breath Hold Attribute is not mentioned is Athletics Skill description
 * Fixed: Typo in “Nail some chicks” challenge description
 * Fixed: Typo in “Nurse you back to health” challenge description
 * Fixed: Missing space in “Nail some chicks” challenge description
 * Fixed: Missing skill in the Leather Tanning book description
 * Fixed: CORN BREAD and MOLDY BREAD float above character’s hand
 * Fixed: Redundant dot in Iron Leg Armor text
 * Fixed: Glow around player when fog is in transition
 * Fixed: Audio base volume on object types
 * Fixed: Moon cycle
 * Fixed: Wood Poles Can Block Zombies
 * Fixed: Player cannot jump in shallow water during crouching
 * Fixed: Zombies have a chance of walking on one leg
 * Fixed: Zombies have incorrect dismemberment animation while stunned and lying on the ground
 * Fixed: Iron Boots textures are black in the character preview menu
 * Fixed: Sounds repeating when hitting escape
 * Fixed: Missing last bullet sound on semi-autos
 * Fixed: Semi-auto empty clip sound playing when holding fire button down
 * Fixed: Medicine skill effects don’t show on items or buffs
 * Fixed: Swimming sounds added for all entities
 * Fixed: Player may have endless coal supplied by destroying and rebuilding burned blocks
 * Fixed: Minibike Chassis can be placed inside other objects
 * Fixed: Minibike Chassis may hover in the air when placed at the top of grass or other plants
 * Fixed: Damage amounts in UI for weapons not consistent
 * Fixed: Character – Iron Boots textures are black in the character preview menu
 * Fixed: Auger and chainsaw do not receive perk bonus
 * Fixed: Quick looting icon overlaps with names of some containers in Looting Tab
 * Fixed: Character’s hair has no shadow
 * Fixed: When Crawling Zombie gets hit with certain weapons, it stops moving along with animation reset
 * Fixed: Gun fire on swapping ak47 during reload, Rocket Launcher not playing sounds after a rocket reload, & fast weapon switch not playing first firing sound
 * Fixed: Red outline when placing object in invalid location
 * Fixed: Removed oversized flare from flashlight.
 * Fixed: Grass shadows
 * Fixed: Particle distance size on flashlight being too large.
 * Fixed: Broken icons for vitamins and herbal antibiotics Fixed.
 * Fixed: End table furniture blocks having cloth particles.
 * Fixed: Removed car battery from damaged car frame model.
 * Fixed: Mined materials drop small fragment meshes instead of sacks.
 * Fixed: Lvl 1 Wooden Door clipping wall at open resting position on damage states.
 * Fixed: InvalidCastException, when another player has arrows in toolbelt and scrolls through them
 * Fixed: Minibike shakes in the water
 * Fixed: Chicken does not properly interact with the water surface
 * Fixed: Biome audio transitions are smoother & dusk/dawn stingers clipping when crossing biome borders
 * Fixed: Worn Boots clip into character’s model
 * Fixed: Player kills shown as “player died” in chat
 * Fixed: NRE at XuiC_TipWindow.OpenTipWindow.
 * Fixed: Some archetypes were of the wrong group
 * Fixed: Wood Frame Exploit from harvesting debris.
 * Fixed: clients not ragdolling after death animation.
 * Fixed: clients not animating after ragdoll on server.
 * Fixed: Misleading Buckshot description
 * Fixed: Missing space in “Nail some chicks” challenge description
 * Fixed: Basic clothes clip through each other and through armors
 * Fixed: Corrupted UMA body model after death
 * Fixed: [LOC] FR / DE /ES fix Placeholders displayed in blocks and items
 * Fixed: Possibility to kill a player in Creative Multiplayer
 * Fixed: After falling footsteps are not audible for a couple seconds
 * Fixed: Wood Window does not generate glass.
 * Fixed: Deprecated “scrapable” properties removed from recipes.
 * Fixed: Pressure Plate Resource Exploit – report from forum
 * Fixed: Water Cook Times Are Inconsistent
 * Fixed: Fix landing sound not playing when jumping in place.
 * Fixed: Moon lighting against bright skies
 * Fixed: Torch sound playing when under water
 * Fixed: Global temperatures, clouds, and precipitation now obey biome rules (eg. not ever cold in the desert & won’t snow… unless you climb extremely high )
 * Fixed: Set keystone impact overlay repeat rate to 3.0 seconds matching sound
 * Fixed: Synchronized skinning sfx.
 * Fixed: During Gameplay, Loot/Item Pickup Becomes Difficult Up Close
 * Fixed: Death Scene Camera can clip through zombies
 * Fixed: Wood Poles Can Block Zombies
 * Fixed: Single player thunder playing every time the game is unpaused after thunder has played at least once in gameplay.
 * Fixed: cactus damage infliction on MP client playing twice per hit.
 * Fixed: Attacking near border of ground tiles doesn’t show durability bar
 * Fixed: Destroyed loot containers never dropping their contents when destroyed
 * Fixed: Colored items are missing their color overlay in crafting menus.
 * Fixed: Tool Tips Disrupt Gameplay & Cause Player to Pause.
 * Fixed: Minibike IndexOutOfRangeException: Array index is out of range
 * Fixed: Selected item from inventory may persist in the location of crosshair.
 * Fixed: Bedroll and things around it are blurry when placing your bedroll
 * Fixed: Cobblestone ramps may change rotation when upgraded to concrete
 * Fixed: Leather tanning does not mention it is required to scrap leather items
 * Fixed: Repositioned hold for generic parcel item. (Ryan)
 * Fixed: Cotton Has No Description
 * Fixed: Conduit blocks give more IRON after being destroyed by an explosion
 * Fixed: Door frame blocks cannot be hit by ranged weapons
 * Fixed: Incorrect animation of breaking down Mushrooms and Mushroom02
 * Fixed: Supply crate may land out of the user’s reach
 * Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
 * Fixed: Metaltrussing LOD is too short, makes you believe certain blocks float
 * Fixed: Negative kill count on player list with kills > 32767
 * Fixed: Hide helmet was making male players cross-eyed.
 * Fixed: No console scrolling when manually scrolling up
 * Fixed: Treasure quest loot can fall through terrain
 * Fixed: When the Minibike has blocks above it, it flies up when player is coming back to its chunk
 * Fixed: Nailguns are treated like bows for collision purposes.
 * Fixed: Hold fire until weapon loops, hit escape, let go of fire button, press fire button, and hit escape again in a very rapid order causes looping audio on weapon forever until exit game
 * Fixed: Shadow clipping on gun flashlights
 * Fixed: Improved framerate when disrupting lots of water
 * Fixed: Short cutoff on sounds being played in world
 * Fixed: Hair shader missing specular values
 * Fixed: Servers don’t save time on crash/improper shutdown
 * Fixed: Wrong string displayed when harvesting / picking up blocks
 * Fixed: Character’s model is catapulted during death animation
 * Fixed: Forge tooltip shows up when anyone else near you discovers a forge.
 * Fixed: Using Eat/Read Function in Backpack Makes Craft Noise.
 * Fixed: Sneaking status is changing rapidly
 * Fixed: Pass N’ Gas Index Out Of Range Missing Chunk
 * Fixed: Player can be ejected in the air while climbing on the terrain
 * Fixed: Player is ejected in the air to a high altitude when jumping on the seat of Minibike
 * Fixed: Character is sent flying after jumping on another player
 * Fixed: Toolbelt transform duping for placeable items
 * Fixed: Added “Branch_legacy” shape to replace any blocks using the old voxel tree branch shape which did not tile and caused Z-fighting when stacked. (Ryan)
 * Fixed: Reset opaque atlas back to crunched texture format
 * Fixed: BlockTextureAtlases asset bundle has grown from 69mb to 393mb in latest merge.
 * Fixed: Wrong reference on the firstAidLarge buff info.
 * Fixed: Basic clothes clip through each other and through armors. *Note that there is no way to stop the iron gloves from clipping the hazmat shirt, and the hide armor clips too without some redesigns.
 * Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
 * Fixed: all new female hairs
 * Fixed: You Can Loot cntCabinetOldCNRRound In The Diner Even Though It Doesn’t Have Doors
 * Fixed: Placing a complete pistol in a lit forge eats the weapon
 * Fixed: Curb blocks had no destroy event
 * Fixed: Wooden Burnt roof panel uses square block
 * Fixed: Adjusted icon for the fertilizer.
 * Fixed: Low quality pistols are not quite so bad any more.
 * Fixed: Inconsistency inside Skills Tabs
 * Fixed: Nailgun has grey layer over it
 * Fixed: goggle spec and scrap iron spec overlay & deleted unused texture
 * Fixed: UMA Character standing on death and laying down on respawn
 * Fixed: Multiples of Day 49 do not spawn feral hordes
 * Fixed: Chat not scrolling
 * Fixed: Incorrect particles are displayed after hitting Yucca Plant and Aloe Vera Plant
 * Fixed: Player’s view is switched to 3rd person after respawn if character died by fall damage while being on Minibike
 * Fixed: Hornets can fly under the water
 * Fixed: Jump’s VO is audible even when falling
 * Fixed: Particles of waterfalls are visible only for host players
 * Fixed: Rework the friendly fire settings.
 * Fixed: Character crouch animation is desynchronized after reconnecting to session
 * Fixed: Football helmet lighting issue
 * Fixed: Rework the friendly fire settings.
 * Fixed: Low quality water z-fighting on steps
 * Fixed: Fire on zombies have no audio
 * Fixed: water stuck in hatches
 * Fixed: broken material on zombie arlene
 * Fixed: Not able to craft steel tools with workbench.
 * Fixed: Campfire / Forge Recipe List Index Requires Activation.
 * Fixed: Character’s standing up and crouching animations are looped after exiting the stealth mode and evoking any menu simultaneously
 * Fixed: Zombies’ bodies move slightly to the left when they fall down stunned
 * Fixed: Nitrate Powder disappears after placing it in smelting socket
 * Fixed: Rework the friendly fire settings.
 * Fixed: Auto-Tools don’t show block health bar when using on block you are standing on
 * Fixed: 3rd person item holster/unholster turn items sideways. Note: the magnum, pistol sack and smg were Fixed.
 * Fixed: Character standing after changing any piece of gear by other player
 * Fixed: Character’s Minibike pose persists after being hit and dismounting
 * Fixed: Character with Character tab open is seen standing when crouched
 * Fixed: Character may not hold handlebar when driving
 * Fixed: Character not ragdolling on death in some cases
 * Fixed: Minibike radial menu horn honked by client in MP game
 * Fixed: Player is able to turn with Minibike while its Handlebars are broken
 * Fixed: Crafting timer shows negative values
 * Fixed: blurry corn
 * Fixed: Grammatical error, “Collect 2 Ear of corn”
 * Fixed: Wood log spikes stage 1 cannot be repaired
 * Fixed: Wood Frame missing upgrade sound in 1st stage
 * Fixed: Sprained leg and broken leg buffs stack
 * Fixed: Potted plants drop dirt fragments on destruction
 * Fixed: Not able to craft a lot of items with workbench (again)
 * Fixed: Rain audio clipping up/down
 * Fixed: Dupe Exploit.
 * Fixed: Fix problem that zombies hit you from 20 meters away on dedis
 * Fixed: female shaggy hair 02 slot
 * Fixed: Removed references to non-existing damage types
 * Fixed: Texture references to non-existing materials
 * Fixed: Stacknumber property does not work for blocks.
 * Fixed: Male shaggy hair 02 and hat hair
 * Fixed: Updated long pomp hair so it works *note that it has bugs and is positioned incorrectly, I already have a bug for it.
 * Fixed: Character status becomes reset after quitting and rejoining the game session
 * Fixed: Removed obsolete item properties
 * Fixed: The antibiotics effect makes you immune to dysentery
 * Fixed: White-skinned characters have dark-skinned hands
 * Fixed: Iron Helmet corrupts characters face
 * Fixed: Bug where blood moon horde would be skipped entirely if the max zombie count was reached.
 * Fixed: Volume was too high for rain & thunder
 * Fixed: Mining Cap is way too Reflective
 * Fixed: Hide leg armor hides clothing so it doesn’t clip
 * Fixed: normals and tangents on male and female base mesh so normal maps are rendered properly.
 * Fixed: Grass cutout fade at distance
 * Fixed: Client’s trader window is not showing the proper list.
 * Fixed: Male asian face to have normal maps
 * Fixed: Gravel roads show patches of asphalt_crack
 * Fixed: Player will clip into ground when standing still for 10 seconds
 * Fixed: Wood Ramps disappear when logging out then back in to game (also reloading the chunk )
 * Fixed: Visual ammo creating / duping (count of 0)
 * Fixed: treePlantedMountainPine6m, drops spruce seeds
 * Fixed: Labeled Storage Crates will not place in correct direct on top view of crate
 * Fixed: Poles turn white when falling, after it has snowed
 * Fixed: block #617 whiteSidingWoodPanelBurnt6/T_Mesh_B_00 will not upgrade
 * Fixed: Door damage audio playing too loud
 * Fixed: Added more distance to pain and death creature audio
 * Fixed: problem that placed plant (f.e. corn) was sometimes rotated wrong to the ground
 * Fixed: Mushrooms do not appear to be spawning in caves in RWG
 * Fixed: green mipping on dead pine branch
 * Fixed: gap in Diner 2 poi aka bob’s cafe
 * Fixed: wrongly rotated sinks in apartments
 * Fixed: Stencil image of hands showing inside cold breath
 * Fixed: Jim’s car lot is too easy to break in
 * Fixed: Ammo HUD not showing anymore
 * Fixed: Error in NetPackageChunk for clients in MP
 * Fixed: Some doors are given back to the player upon destruction
 * Fixed: Harvest amount is not calculated correctly for multiblock crops
 * Fixed: Max health number does not update after wellness boost.
 * Fixed: Water surfaces are not seen when head goes underwater
 * Fixed: NRef in Skill.AddExperience on dedicated server
 * Fixed: Fix “Stairs” model. Textures do not display correctly on some areas.
 * Fixed: Wood logs were shiny
 * Fixed: Road signs are terrain decorations so they adjust to smoothed terrain
 * Fixed: Infinite meat and hides exploit
 * Fixed: POI Cabin Has Invisible Window Plug
 * Fixed: Stretched rain transition time up 10x longer so it’s not popping on/off so much
 * Fixed: Added thunder and rain back into indoor occlusion
 * Fixed: Replaced legacy female hair bun with new one that has alpha hairs instead of a solid mesh
 * Fixed: Helen’s hat hair in the preview window
 * Fixed: wooden stairs with no railing collision. You can build upwards by aiming at the top step.
 * Fixed: Fix glass in fog (window02, car03, transparent blocks like on the hospital, glass on commercial doors)
 * Fixed: Fix purple in dark corners (Ambient color is no longer a color, but just an intensity)
 * Fixed: Corrupted Item Icons
 * Fixed: Added toolbelt message when inventory is full and you try to pickup an item.
 * Fixed: Flipped vision when AA is on/off or crouching with Night Vision goggles on
 * Fixed: Material memory leak when setting object light levels
 * Fixed: Zombies don’t play their proper stun animation.
 * Fixed: Running zombies may remain standing after death
 * Fixed: Zombies slide and or rotate when knocked down
 * Fixed: Rain audio playing in main menu
 * Fixed: Rain audio not pausing when game is paused *Fixed: Player planted corn plants disappear when the hit the final growth stage
 * Fixed: Antibiotics do not cure infection in the second stage as stamina drain continues.
 * Fixed: Custom Plant Pick SFX.
 * Fixed: Several items (iron pick, flashlight, etc) were not playing a sound when used at 0 durability.
 * Fixed: XP value of crafting gas from oil shale adjusted
 * Fixed: Garden Hoe yields incredibly fast mining tools skill
 * Fixed: UMA Character Customization Window bug
 * Fixed: Wrong environment temperature reported to body temperature sim
 * Fixed: Constant rain in burnt forest
 * Fixed: Constant 60 byte heap allocations in weather list – Code optimization
 * Fixed: Optimization of ChunkGameObjectLayer.FadeIn removed (not used)
 * Fixed: MeshGenerator.CalculateLight temp array moved to class variable – code optimization
 * Fixed: Telegraph pole poi is too prolific in the wastelands RG
 * Fixed: Index is out of range RWG
 * Fixed: burnt forest ground impact sounds
 * Fixed: ERR Block spam caused by 2 joining car prefabs in Navezgane @1904,810
 * Fixed: Some cabinet doors are darker than others
 * Fixed: Water reflections
 * Fixed: Nail gun assembly window preview
 * Fixed: Pistol assembly window preview
 * Fixed: NRE – unfriend an offline friend.
 * Fixed: Trader’s not stocking the first time on Dedicated servers.
 * Fixed: Living sounds (eg. Hornet buzz) not playing on clients in MP games
 * Fixed: Missing sound when picking up dropped items
 * Fixed: Character Screen has text overlap with long character name.
 * Fixed: Reverted to safe version of mix. Boosted VO +3. This should be corrected by ducking later.
 * Fixed: Yucca Fruit will not auto stack in toolbelt
 * Fixed: Harvest event on bedframe
 * Fixed: animalHideLegArmor does not poof when being equipped. Does not display right but it’s less broken.
 * Fixed: Pistol/Magnum assembly screen is broken
 * Fixed: null reference when p2p client grabs a frame
 * Fixed: Duping method using scrapping amounts > stacksize.
 * Fixed: Fix alpha in fog (burnt zombie smoke + gamma and fog density fixes to SkyboxFog & Alpha shader)
 * Fixed: a15b48 rwg poi issues
 * Fixed: a15 rwg floating cabin
 * Fixed: Enter game, use a light, enter *new* game, takes 2 tries to turn on light (eg. mining helmet light)
 * Fixed: NRE/Argument exception on opening character screen
 * Fixed: Several missing localization entries
 * Fixed: Metral Truss Ramp Id #1914 makes walls transparent
 * Fixed: Assembly screen is broken
 * Fixed: Duping method using scrapping amounts > stacksize.
 * Fixed: Both Spotlights Face The Same Direction On All Compass Points
 * Fixed: Player is able to upgrade blocks without required resources
 * Fixed: Death animation may not be displayed for other players
 * Fixed: Wood Frame Exploit from harvesting debris (from forum)
 * Fixed: Auger and Chainsaw cause NRE when used.
 * Fixed: Tweaked brass faucet textures to regain lost color from PBL lighting switch
 * Fixed: Added collision to glass pane prefab
 * Fixed: Durability bar of zombie corpse may be displayed, when hitting the zombie for the first time
 * Fixed: Map can be scrolled outside its borders
 * Fixed: Crawler keeps climbing an obstacle when hunting instead of attacking it
 * Fixed: Upgrade icon stays as crosshair when opening backpack while upgrading
 * Fixed: Players may respawn in fallout zone if bedroll was close to the area and spawn near bed option was selected
 * Fixed: Items wielded by character clip with their model when aimed at the ground
 * Fixed: Most of the minibike stats in Minibike Assemble Menu are not updated.
 * Fixed: Character incorrectly sits on Minibike when viewed from another player’s perspective
 * Fixed: Third person view of player on minibike is off
 * Fixed: Character’s walking animation is unappealing while crouching and looking up
 * Fixed: Animation of looking down with 2 hand weapons is corrupted while crouched
 * Fixed: The player teleports to the highest block above him after quitting the game via the Pause Menu right after the jump
 * Fixed: Dupe exploit with teleport
 * Fixed: Dropped torch renders in front of everything
 * Fixed: preview collision is only 1 meter
 * Fixed: Dropped magnum always stand on its grip
 * Fixed: No pickup prompt for several items
 * Fixed: Perishton contains chunk(s) that breaks terrain generation
 * Fixed: Slow weather transition when re-entering a game
 * Fixed: Nailgun audio too loud
 * Fixed: Reflective material bleeding through grass and grass flickering as you move during rain
 * Fixed mouse bindings do not show up if action already has a keyboard binding (and vice versa)
 * Fixed: UMA Characters losing texture after alt-tab or when teleporting in from far away.
 * Fixed: Fog and weather transitions smoothed out with no popping/ticking
 * Fixed: Removed from rg mixer wasteland hub and duplicate wasteland and plains biome definitions resulting in too many cars in rg wasteland areas
 * Fixed: Distance for looting corpses and nests is less than for other containers.
 * Fixed: Weather values incorrect.
 * Fixed: Updated the descriptions of craftable grass blocks and several clothing items.
 * Fixed: Updated the descriptions of the concrete perk and the cement item
 * Fixed: Too Many Beakers From Air Drops
 * Fixed: Added stone “side textures” to clay. No more dirty spots on cliff sides.
 * Fixed: Cotton plant alpha is not matching the plant.
 * Fixed: Weather not updating quickly when you move more than 20 meters in 1 frame
 * Fixed: Catwalk wedge upgrades rotated the wrong way
 * Fixed: Shovels are no longer better melee weapons than axes.
 * Fixed: No weather on dedicated servers.
 * Fixed: Tracked players are now saved so you can quit and rejoin a game and the tracked players will persist.
 * Fixed: Fog indoors is too strong
 * Fixed: Set doppler to zero on creatures and screamer audio source prefabs.
 * Fixed: Duping with 2 people using containers.
 * Fixed: Cobblestone ramp stair frame causes block face to be removed.
 * Fixed: Stability problem in army barracks roof building.
 * Fixed: Several blocks were dropping themselves on harvest.
 * Fixed: Mac OS rendering flipped with AA on.
 * Fixed: Hornets had very shiny wings.
 * Fixed: Some cabinet doors are darker than others.
 * Fixed: Flipped screen with night vision and blood splatter on screen.
 * Fixed: Cars not getting snowed on and industrial glass transparent issue.
 * Fixed: Low horizon sky artifacts seen from atop a mountain.
 * Fixed: Explosion damage given to entities: in code the wrong xml tag DamageEntities was taken. Replaced it with EntityDamage that is used in xml.
 * Fixed: Concussive protection does not help against explosives.
 * Fixed: Explosion running multiple times for each entity depending on collider count.
 * Fixed: It is not possible to loot an animal in shallow water.
 * Fixed: Partially Rendered Hornet Bodies.
 * Fixed: When cancelling a bow shot, the animation has no lag and looks proper.
 * Fixed: When shooting a bow, the player animation matches the bow animation.
 * Fixed: Zombies seem to get stuck running in place and spin in circles.
 * Fixed: Zombies rubberband on dedi, when you are above a cluster of them.
 * Fixed: Zombies randomly attack the air.
 * Fixed: Reflections flipping upside down from object placement + optimization of material copies in this code.
 * Fixed: UMA texture quality change displays missing textures for Hazmat.
 * Fixed: Expertise exploit for upgrading tools via not completely upgrading.
 * Fixed: Investigate unknown particle effect.
 * Fixed: Some cabinet doors are darker than others.
 * Fixed: Fix pinecone sapling shader/material to receive fog.
 * Fixed: The steel shovel is the best stone mining tool.
 * Fixed: Animal killing blows sometimes grant bonus harvest yield.
 * Fixed: Fixed up explosion code. Zombies get hit-per-collider, players get hit with explosion damage only once.
 * Fixed: RWG games may freeze on creation.
 * Fixed: Flashlight assembled with another weapon part wont separate normally as other parts that are joined.
 * Fixed: Null reference when returning to burning minibike and opening its menu.
 * Fixed: Repairing firearms costs less QL degradation than repairing tools.
 * Fixed: Many recipes that say Scrap Iron are misleading.
 * Fixed: Some buffs like Infection1 are not curable the GUI buff goes away but not the character screen.
 * Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards.
 * We now have PlayerKillingMode which replaces Friendly Fireand offers more options than the checkmark for FF
 * 
 * < Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone)  >

We’ve replaced the old create world main menu button with a new one called ‘Editor Tools’. Under it you will find a new utility we call the ‘Random Gen World Previewer’. You can use it to see what a seed may look like including: The Random Gen World Previewer’ has 2 input windows one for the game seed name and one for the preview size, 1 is the fastest. You can click the refresh button to see the current preview which reloads the most recent saved version of the rgmixer.xml. Note:  It can take a little while to appear depending on your pc and the preview size. Once the preview appears the controls include: Here is a color chart to help understand what color represents what biome.
 * The dispersion of the included biome types in the rgmixer.xml file
 * The dispersion of the included city, town, rural and wilderness locations in the rgmixer.xml file
 * The general topography of the world as set in the rgmixer.xml file
 * Zoom in and out with the Mouse wheel.
 * Pan using Mouse 1 hold and drag.
 * Tilt to see the height with mouse 2 hold and drag.

Note: We have plans to improve and augment the controls and features of the this and add other modding tools in future updates.

Known Issues Known Crashes Possible solutions Show the game launcher
 * Known issue: Auger, chainsaw and nailgun use the Gun Smithing crafting skill and the blunderbuss Weapon Smithing.
 * Known Issue: Sometimes trader protection volumes can be in the wrong location protecting a random poi or piece of land.
 * Known Issue: Duping using zombies
 * Known Issue: UMA zombies have incorrect hitbox when stunned on the ground.
 * Known Issue: Occasional drowning on land.
 * Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed)
 * Known issue: Linux/Mac have black textures on several clothing items.
 * OSX: Game crashing on startup if multiple monitors are attached and not set to mirrored
 * Linux: Graphics corruption on some GPUs
 * Windows: Game crashing after entering a game on old NVIDIA drivers (34x series)
 * Switch to the GLCore renderer in the game launcher (see below)
 * Windows only: Try the 32 Bit engine from the game launcher (see below)
 * Clean up old game data (e.g. from the “Tools” tab in the game launcher)
 * Open the Steam client
 * Switch to the Games Library
 * Right click “7 Days to Die” and select “Show Game Launcher”


 * }

Video
Versionsgeschichte