Kalnazzar
Refugee
Dear Fun Pimps Team,
First off, thank you for everything you’ve done with 7 Days to Die. The game has improved so much over the years. The new engine, better models, smoother animations, and all the quality of life changes (Empty Jars coming back with a good refund rate, the new Apiary, and the teased Chicken Coop) really show how much effort you put in. The big increase in sandbox toggles lately has been great too.
As a long-time player, here are some suggestions I’d love to see added to the base game:
Random World Generation still doesn’t have a toggle to surround the map with an ocean. That makes real island maps impossible without mods. It would be nice to add an option to generate water on all four edges for better immersion, and make the glitchy border effect removable or optional, especially with ocean borders.
10K maps often feel pretty empty, with missing lakes, almost no big cities, sparse POIs, and lots of wasted space.
Suggested fixes:
Hazards: Purple mist, damaging swamp gas, and paralytic pollen that slows or interrupts sprinting.Mutated plants: Swinging dead trees, exploding spore pods, and rooted “zombie nests” that release swarms when disturbed.Attacks: Poison spits, pollen clouds, and vine snares. This would feel completely different from anything we have now — dark, wet, and terrifying.
Mutated Animals – New Entity Class:
I'd love a brand-new Mutated Animals entity class (separate from regular Animals and Zombies, similar to how those two already have their own spawn groups). This would keep things organized and make it easy to add more later, like radiation-mutated insects or carnivorous/mutated plants. For example, the existing Grace (the giant mutated boar) would fit perfectly here. Another cool idea could be a massive escaped gorilla that broke out of one of the many zoos in Arizona during the outbreak — maybe repurposing the old Frostclaw model or a similar asset.
Flesh Hornets: Bring back the classic Hornets as Flesh Hornets — normal living insects that are completely immune to the zombie virus. They could build grotesque Meat Nests from carrion and rotting meat, and drop a new rare item: Meat Honey (a protein-rich substance inspired by real carrion-feeding bees). This could be used in advanced food recipes or crafting.
Blood-Afflicted Zombies: A new reactive class triggered by the Scent of Blood system when you’re bleeding or carrying raw meat. They hunt mostly by scent, making them feel sneaky and terrifying.
New Zombie Variants
Water, Irrigation & Farming
I really like the return of Empty Jars, the new Apiary/Honey Station, and the upcoming Chicken Coop/Egg Station — they make farming feel much more complete and fun. For even more depth (fully optional with toggles):
Food Preservation, Spoilage, Canning & Quality System
Expand the food system and give players more ways to survive:
These would add meaningful planning, deeper cooking gameplay, and new trading opportunities on servers.
First off, thank you for everything you’ve done with 7 Days to Die. The game has improved so much over the years. The new engine, better models, smoother animations, and all the quality of life changes (Empty Jars coming back with a good refund rate, the new Apiary, and the teased Chicken Coop) really show how much effort you put in. The big increase in sandbox toggles lately has been great too.
As a long-time player, here are some suggestions I’d love to see added to the base game:
RWG & Large Map Improvements
Random World Generation still doesn’t have a toggle to surround the map with an ocean. That makes real island maps impossible without mods. It would be nice to add an option to generate water on all four edges for better immersion, and make the glitchy border effect removable or optional, especially with ocean borders.
10K maps often feel pretty empty, with missing lakes, almost no big cities, sparse POIs, and lots of wasted space.
Suggested fixes:
- Ocean border toggle
- Option to remove the static border glitch
- Much better support for 10K+ maps (better terrain, POI density, and biome balance)
- New map presets: Square, Islands, Circular, Peninsula <--This I mean the shape of the land itself, Islands instead of a single mass of land or a circle. This is really needed for people wanting to make their own story with mods and stuff.
Biome Ideas
Burnt Forest – Volcanic Overhaul: Add an active volcano with random lava rockfall events. While exploring, meteor-like lava rocks could crash down and deal heavy damage. Mine them for unique volcanic ore to craft new high-tier gear like a plasma baton or flamethrower.- Turn rivers into dangerous lava flows
- New weather: Firestorm plus a fresh Ashfall that cuts visibility, slows you down, and forces breathing pauses
Hazards: Purple mist, damaging swamp gas, and paralytic pollen that slows or interrupts sprinting.Mutated plants: Swinging dead trees, exploding spore pods, and rooted “zombie nests” that release swarms when disturbed.Attacks: Poison spits, pollen clouds, and vine snares. This would feel completely different from anything we have now — dark, wet, and terrifying.
New & Expanded POIs
- Carnival/Fairgrounds – Creepy abandoned amusement park with clown zombies and broken rides
- Airport – Decayed terminals and runways full of loot
- Crashed Airplane Sites – Big plane wrecks scattered in the wilderness that you can explore (some intact enough to walk through, others split in half)
- Underground Subway Stations
- Zoo (rotting animals + mutated creatures)
Creature & Zombie Variety
Thanks for the Rancher and Chuck updates — they feel right for Arizona. Please add optional toggles to bring back the old Plague Spitter and old Frostclaw models so players who loved them can still use them (or even have both).Mutated Animals – New Entity Class:
I'd love a brand-new Mutated Animals entity class (separate from regular Animals and Zombies, similar to how those two already have their own spawn groups). This would keep things organized and make it easy to add more later, like radiation-mutated insects or carnivorous/mutated plants. For example, the existing Grace (the giant mutated boar) would fit perfectly here. Another cool idea could be a massive escaped gorilla that broke out of one of the many zoos in Arizona during the outbreak — maybe repurposing the old Frostclaw model or a similar asset.
Flesh Hornets: Bring back the classic Hornets as Flesh Hornets — normal living insects that are completely immune to the zombie virus. They could build grotesque Meat Nests from carrion and rotting meat, and drop a new rare item: Meat Honey (a protein-rich substance inspired by real carrion-feeding bees). This could be used in advanced food recipes or crafting.
Blood-Afflicted Zombies: A new reactive class triggered by the Scent of Blood system when you’re bleeding or carrying raw meat. They hunt mostly by scent, making them feel sneaky and terrifying.
- Blood Hunter – Fast, erratic sprinters
- Plagued Blood Hunter – Vomits infected blood, shoots sticky webs, and causes bleeding/infection
- Blood Queen – Screamer variant that rallies other Blood zombies into a siege
New Zombie Variants
- Pilot and Flight Attendant zombies (perfect for Airport and crashed plane POIs)
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Scent System Improvements (2.5)
The new Scent System is a good start. To make it even better:- Expand triggers to include active bleeding wounds and blood-based status effects (on top of raw meat and eating food). This would create real “Scent of Blood” tension. While the buff is active, scent-hunting zombies (Blood Hunters, Plagued Blood Hunters, Blood Queen, and improved Vultures and Flesh Hornets) could detect the player even without line-of-sight.
- Prolonged exposure (untreated wounds or too much raw meat) could trigger a Blood Surge Event — a small reactive horde or mini blood-moon-style escalation.
- Full optional toggle so players can choose classic, enhanced, or off
Water, Irrigation & Farming
I really like the return of Empty Jars, the new Apiary/Honey Station, and the upcoming Chicken Coop/Egg Station — they make farming feel much more complete and fun. For even more depth (fully optional with toggles):
- Add a toggle for old-school ground farming (bring back classic dirt plots).
- Let players use the existing pipe blocks to build real water irrigation systems:
- Above-ground Jet Spray — Strong arcing sprinkler effect for open fields (repurpose the current flame pipe blocks by swapping fire particles for water spray).
- Below-ground Micro Sprinkler — Gentle subterranean spray for underground or basement farms (Subsurface Drip Irrigation style).
- Restore a water requirement for plant growth (crops need nearby water or irrigation to thrive, similar to older alphas but refined).
- Add UV lights for viable underground farming setups.
- Introduce fertilizer (crafted from compost or spoiled food) for bonus crop yields.
- Keep all farming options as toggleable settings in world generation or difficulty menus so everyone can play the way they like.
Food Preservation, Spoilage, Canning & Quality System
Expand the food system and give players more ways to survive:
- Implement a food spoilage system where unsealed food eventually expires.
- Allow preservation using Empty Jars combined with Lard (melted from animal fat) to significantly extend shelf life. Having both systems or the option to be able to pick jars/cans. So having toggle options is awesome.
- Add a canning system: Craft Empty Cans from iron and preserve food at a cooking station (using a pot) to create rations such as Large Beef Rations, Lamb Rations, and Chicken Rations. Peas could be added as a new crop. Having both systems or the option to be able to pick jars/cans. So having toggle options is awesome.
- Add a new Ice Box / Freezer station that uses snow or ice as fuel to greatly slow (or nearly stop) food spoilage when items are stored inside.
- Give cooked food quality levels based on a learn-by-doing cooking skill. Spices and garnishes could further enhance the flavors and satiation.
These would add meaningful planning, deeper cooking gameplay, and new trading opportunities on servers.
Dynamic Night Lighting
It would be cool to have more dynamic and immersive nighttime lighting. For example:- The moon occasionally getting covered by clouds for long stretches, making nights truly dark and forcing players to rely on torches or flashlights for hours.
- Occasional dry lightning storms during clear nights — pitch-black skies with sudden bright lightning flashes that create a creepy, tense atmosphere without constant rain.
Item, Tool, Weapon, Armor, Vehicle & Workstation Degradation System
I support adding a full degradation/durability system for greater realism:- Weapons, tools, armor, vehicles, attachments, and mods should degrade with use and have a limited number of repairs before they break permanently.
- Broken items should still be salvageable for parts and resources.
- Extend the system to workstation tools and components (pots, beakers, anvils, water purifier mods, etc.) so they slowly degrade over time and eventually need replacement or repair.
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Protective Gear
Thanks for moving away from badges. Please let us craft each piece separately (head, chest, arms, legs) into the environmental gear slots with individual durability and repairs for a more realistic feel.
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New Weapon Suggestions
To keep combat fresh, here’s one strong idea per major class:- Sniper Rifle – Barrett MRAD or Accuracy International AXMC
- Assault Rifle – HK416 or SIG MCX Spear
- Tactical Rifle – Knight’s Armament SR-25 or FN SCAR 20S
- Fully Automatic Handgun – Glock 18 or Beretta 93R
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- Magnum – Smith & Wesson Model 29 (.44 Magnum) or Ruger Super Redhawk
- Revolver – Colt Python or Smith & Wesson 686