V2.5 Survival Revival Dev Diary

Does anyone know if the RWG T5 spawning has been fixed for 2.6? Thank you.

What issue are you referring too?

There was a fix to allow more RWG cap tiles which have T5 locations on them.
There are several other RWG fixes, but I'm not sure if they are specifically geared toward T5 POI spawns.
Post automatically merged:

I hope small elements of ldb are in 2.6 im.exicted to see

LBD or any form of it will NOT be in V2.6.
Sorry, but you're gonna be waiting a while for that one.
 
@schwanz9000

Hello Mr Schwanz. Is that short for Schwanzon?

Anyway, I've discovered a bit of a problem. I'm assuming the despawning of quest zombies during quests is a way to mitigate quests getting stuck...whether it's from a final zombie that is so lost that it takes too long to find, or when trigger balls don't cause the final zombie to spawn.

Right now I'm doing my first ever full stealth playthrough, so I'm moving slower through quests. When a storm starts during a quest, it can prevent me from going outside to safety. Or with a POI like the Close Encounters Gun Range, where pretty much the whole thing is outside...I have to hunker down and wait for the storm to pass. My slower progression through the quest, combined with having to wait for the storm to pass, results in a lot of the remaining zombies simply timing out and the quest finishes on its own.
 
What issue are you referring too?

There was a fix to allow more RWG cap tiles which have T5 locations on them.
There are several other RWG fixes, but I'm not sure if they are specifically geared toward T5 POI spawns.
Post automatically merged:



LBD or any form of it will NOT be in V2.6.
Sorry, but you're gonna be waiting a while for that one.
2.6 Is it planned for the winter season?
 
What issue are you referring too?

There was a fix to allow more RWG cap tiles which have T5 locations on them.
There are several other RWG fixes, but I'm not sure if they are specifically geared toward T5 POI spawns.
Post automatically merged:



LBD or any form of it will NOT be in V2.6.
Sorry, but you're gonna be waiting a while for that one.
After using RWG to make 20 maps, I could not get any factories but the PopNPills one to spawn. I searched forums to see if anyone else had this problem. I found a post and discussion started Dec 14 titled "Missing Tier 5s in RWG". It concluded that quite a few of the T5's were not spawning. The first post was by FragOMatic. The discussion involved Riamus, zztong, and Laran Mithras. Perhaps it was recently fixed. I will try RWG again. There have been a lot of great POI's added in updates that I want to see if I can survive them. Thank you.
 
After using RWG to make 20 maps, I could not get any factories but the PopNPills one to spawn. I searched forums to see if anyone else had this problem. I found a post and discussion started Dec 14 titled "Missing Tier 5s in RWG". It concluded that quite a few of the T5's were not spawning. The first post was by FragOMatic. The discussion involved Riamus, zztong, and Laran Mithras. Perhaps it was recently fixed. I will try RWG again. There have been a lot of great POI's added in updates that I want to see if I can survive them. Thank you.

Ah. Yes. The fix I mentioned about the RWG cap tiles should help spawn the factories.
The cap tiles, especially the ones in the industrial areas, are where the factories spawn.
Should be fixed in V2.6.
 
@schwanz9000

Hello Mr Schwanz. Is that short for Schwanzon?

Anyway, I've discovered a bit of a problem. I'm assuming the despawning of quest zombies during quests is a way to mitigate quests getting stuck...whether it's from a final zombie that is so lost that it takes too long to find, or when trigger balls don't cause the final zombie to spawn.

Right now I'm doing my first ever full stealth playthrough, so I'm moving slower through quests. When a storm starts during a quest, it can prevent me from going outside to safety. Or with a POI like the Close Encounters Gun Range, where pretty much the whole thing is outside...I have to hunker down and wait for the storm to pass. My slower progression through the quest, combined with having to wait for the storm to pass, results in a lot of the remaining zombies simply timing out and the quest finishes on its own.

Hmmm... this is one faatal would need to answer, but he's a really busy guy.
Not really sure how we'd get around this one or if we even need to.
Sure it's a little bit of a cheat, but how often is this really going to happen?
 
Sure it's a little bit of a cheat, but how often is this really going to happen?
It's been happening at least once or twice a play session (5 or so in-game days) while playing stealthy. Adding a couple more in-game hours to the time-out timer might help.

I do like the feature because having to hunt down a zombie that fell off a high rise and decided to pin itself in some obscure room on a random floor wasn't always much fun.
 
I do like the feature because having to hunt down a zombie that fell off a high rise and decided to pin itself in some obscure room on a random floor wasn't always much fun.
Just last night, 20-40 life-minutes were spent going back and forth and up and down and all around Bob's Boars/Carl's Corn looking for three unmoving, red-dot-so-definitely-spawned, surely-stuck-in-a-wall-or-1x1-cubby undead ninja ■■■■■■■s.

I don't know if I already knew these things at some point before, but I definitely now know three things for certain: 1: sleeping boars are included in 'clear' quests; 2: sleeping boars in a small corner cage are really hard to see; 3: I don't look below eye-level even a little bit when I'm searching for undead ninja ■■■■■■■s.
My powers of inobservation are mighty indeed. If anything, an up-or-down indicator on red dots might do a lot, though that may diminish some planned ambushes?
 
Last edited:
Hey survivors,

Version 2.5 will not be your typical point release! With so many new and updated features, the Survival Revival update is more like a reboot of Version 2. It’s poised to be the update many players have been waiting for.

In light of this ambitious scope, I decided V2.5 deserves its own dedicated Developer Diary. Here you'll find a compilation of confirmed features and content for the Survival Revival update. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. Below is a description of all the confirmed features and content. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to V2.5 or later V2.x updates may be moved or removed.

STABLE_2_5_Survival_RevivalNews_Page_Artwork.png


Target Release Dates:
V2.5 Experimental: RELEASED 12/12/25
V2.5 Stable (all platforms): RELEASED 12/18/25


The V2.5 Survival Revival Stable Update is out on all platforms! This feature-rich update focuses on community feedback and the return of some long awaited features. Xbox will be on V2.5 b20 until b23 passes cert. As a result of this you will need to empty vehicle storage before adding the new storage mods to vehicles until b23 is released. The update includes:
  • Improved Water Survival with Empty Jars
  • Vehicle storage improvements and mods
  • The new Lore Friendly Rancher Zombie (Replaces the Plague Spitter)
  • The new Lore Friendly Chuck Zombie (Replaces the Frost Claw)
  • A brand a new Smell System with some great surprises
  • Distant storm rendering
  • Updated Biome Hazards, Storms, Temperature & Protective Clothing
  • A new Apiary Station to produce Honey
  • New Honey inspired recipes
  • Third Person Camera support (Toggleable In-Game)
  • Turret Ammo Improvements
  • Quest Improvements
  • A new character window rendering
  • New Free Cosmetic Skins
  • New Trader Jen Model
Warning to players before upgrading to V2.5

With changes made to the workstation progression, if a player is in the middle of crafting a workbench, the update may remove that recipe unlock and clear the crafting queue. This will NOT refund the crafting ingredients back to the player. Be sure to clear all crafting queues before updating to V2.5.

Please note that we have adjusted the default controller layout to accommodate some new and reworked controller inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.


Although the build is compatible with 2.X save games we highly recommend starting a new game for the best experience. If you continue an old save game we recommend turning on storms as they are much improved.
I appreciate the continued effort with the updates! I’m still getting terrible lag anytime I enter a larger settlement though, is that going to be addressed as well? I’m on Xbox series x/s.
 
Back
Top