PC V3.0 Sandbox Siege Dev Diary

Feedback: Additional Optional Server Settings for Even More Survival Customization
Huge thanks for the deep sandbox customization in V3.0 Sandbox Siege — over 100+ gameplay simulation options is a game-changer for tailoring experiences. Here are some additional optional server/sandbox settings I'd love to see included (or expanded) for even more player control:
  • Spider Zombie Wall Climbing: Toggle to enable/disable spider zombies climbing walls (like older versions). This would recreate those classic intense horde defenses where they scale bases dramatically.
  • Darker Nights: Dedicated options for much darker nights (stronger ambient light reduction, moonlight intensity going in and out randomly, etc., beyond basic brightness). Nights should feel truly dangerous and make lights/night vision more essential it also brings back that horror vibe.
  • Old-Style Ground Farming & Fertilizer: Option to enable classic direct ground tilling/hoeing on dirt blocks with permanent/upgradable fertilized soil and traditional fertilizer mechanics. Farm plots are good, but flexible ground farming added great immersion.
  • Legacy Zombie Variant Controls:
    • Toggles to re-enable legacy zombies (e.g., classic Plague Spitter and Frost Claw alongside or instead of newer variants).
    • Broader per-biome or global entity spawning controls for custom zombie pools.
  • Food Spoilage System: Configurable food spoilage mechanics (affected by temperature, biome, storage like fridges). Include preservation options and visual spoilage indicators for deeper resource management.
  • Crafting Cost Multiplier: Setting to scale resource requirements, crafting time, or tool wear (e.g., 1.5x / 2x / 3x multipliers). This would make scavenging and progression feel more rewarding and challenging.
  • Radioactive Natural Water: Option to make all gathered water from world sources (lakes, rivers, ponds, ocean) radioactive by default, requiring advanced purification. This would heighten the tension in the water survival systems.
  • RWG Water World / Island Biomes: World generation options for ocean borders on all four sides, with biomes generating as islands or archipelagos. This would enable exciting nautical and island-hopping playstyles with fresh map variety.
  • Remote Crafting from Storage: Toggle to enable/disable remote crafting from nearby storage. Best implemented as a per-workstation option to select which specific chest/container it pulls from. This would keep bases organized while still convenient.
  • Advanced Storage Box Options:
    • Filter settings for what items a storage box can hold.
    • Quick-move buttons for selected/filtered items into the box (with auto-stacking if space is available).
    • These would make inventory management much smoother.
  • Craftable Larger Backpack: Learnable recipe for an upgraded backpack that increases player inventory slots by about 50% (or configurable amount). Rewards crafting/perk investment while keeping early game tight.
  • Advanced Smell System Options:
    • Toggle for bleeding to also trigger/create smell (in addition to raw meat, food, etc.).
    • Option for prolonged smell buffs to eventually trigger a mini horde (scaling with duration/intensity).
    • This would add more dynamic risk and tension to the existing smell mechanics.
These would build perfectly on the massive sandbox focus of 3.0 and increase replayability even further. Many align with long-standing community desires. What do the devs think, any chance for these in the final build or a future patch?

Some of your "options" are entirely new features, just optional. For example remote crafting, it would need a lot more effort to implement than a simple option. Sure it would be nice, but I think all those "options" were asked for already, we can assume the devs know about them.

At least one was in the game and has been removed because of technical reasons, "old style ground farming". Reimplementing it would probably need lots of effort as well or turning off something else.

But an option for seeds to automatically be planted if a seed was generated could possibly be simple enough. I really hope that gets added eventually.
 
Is there a summary of everything revealed in dev stream for us people that dont like watching dev streams? Lol
A lot of YouTubers will definitely post a summary of the main stuff that was in the dev stream. WaywardEko, Guns Nerds and steel, IZprebuilt and others I'm sure, will post an video very soon, if not done already.
 
@faatal How much of the new Sandbox Settings will be accessible for dedicated servers? My buddy runs one, and according to him some of the current settings just aren't available serverside.
 
@faatal

good morning,
I am very disappointed TFP refused to talk about multiplayer last night and simply refused to answer questions in their stream last night:

1) For 3.0 dedicated servers: are Custom Mode gameplay settings enforced by the server, or can clients keep their own local Custom Mode values after joining?
2) Can a PvP server force client gameplay settings like damage, loot, AI, progression, and movement rules in 3.0?
3) Will modders/admins be able to read the final effective 3.0 Custom Mode settings from GamePrefs/GameStats/server logs on dedicated servers?

The way they always refuse to talk to the multiplayer community whether its pve or pvp is a direct reflection on thier stupidity and lack of reality towards their customers and players who have kept this game going for years and who held the game together just as much as modders have if not more over the last decade.

The concerns regarding the 3.0 stream from a PvP server administrator's viewpoint extend beyond the mere addition of numerous new sandbox and custom-mode settings by The Fun Pimps. While increased player choice is not inherently problematic, the issue arises from the fact that many of the displayed settings are not merely cosmetic. They have a direct impact on gameplay systems that are crucial for dedicated multiplayer servers, particularly those focused on PvP.

The stream presented various settings across multiple categories, including Player, Entities, World, Resources, Crafting, Traders, Tasks, and Miscellaneous. These settings encompass aspects such as jump strength, crouch speed, stamina consumption, stamina recovery, gravity, experience point multipliers, skill acquisition, death penalties, drop-on-death regulations, loot availability, resource yield, crafting expenses, trader pricing, quest limitations, base skill points, enemy damage, entity damage, block damage, zombie speed, vehicle damage, and other options that influence gameplay.

For single-player or local co-op modes, these features primarily serve as sandbox elements. However, for dedicated PvP servers, they prompt a significant inquiry:

Who possesses the ultimate authority over the values: the server or the client?

This question is critical because a PvP server fundamentally depends on server authority. The server must serve as the definitive source of truth regarding movement, damage, progression, economy, quest access, loot, crafting, trader regulations, and world rules. If a client can retain local custom-mode values upon joining a dedicated server, or if the server fails to effectively override or reject incompatible values, these settings could become a potential avenue for exploitation.

This concern is particularly pertinent for anti-cheat mechanisms. The logic behind anti-cheat systems relies on stable assumptions. For instance, movement detection is based on a known jump ceiling, gravity behavior, stamina model, crouch speed, and permissible movement range. Damage detection is predicated on established damage multipliers. Furthermore, economy and progression verifications are based on known experience points, loot, quests, trader interactions, and crafting regulations. Should version 3.0 permit any of these variables to differ per client, or if the server does not adequately expose the necessary information, it could undermine the integrity of the game.
 
Maybe someone already brought it up. But would like to see a option setting to adjust wandering hordes. Like how often and how many.... I know they put an option to increase zombies amounts in the world and how often they spawn but say I want to adjust that to a medium setting and such but would like a wandering horde to be large size with a chance to happen between 1 to 3 days or something along those lines. ... unless I miss understood the world zombies and that includes wandering hordes.
 
@faatal

good morning,
I am very disappointed TFP refused to talk about multiplayer last night and simply refused to answer questions in their stream last night:

1) For 3.0 dedicated servers: are Custom Mode gameplay settings enforced by the server, or can clients keep their own local Custom Mode values after joining?
2) Can a PvP server force client gameplay settings like damage, loot, AI, progression, and movement rules in 3.0?
3) Will modders/admins be able to read the final effective 3.0 Custom Mode settings from GamePrefs/GameStats/server logs on dedicated servers?

The way they always refuse to talk to the multiplayer community whether its pve or pvp is a direct reflection on thier stupidity and lack of reality towards their customers and players who have kept this game going for years and who held the game together just as much as modders have if not more over the last decade.

The concerns regarding the 3.0 stream from a PvP server administrator's viewpoint extend beyond the mere addition of numerous new sandbox and custom-mode settings by The Fun Pimps. While increased player choice is not inherently problematic, the issue arises from the fact that many of the displayed settings are not merely cosmetic. They have a direct impact on gameplay systems that are crucial for dedicated multiplayer servers, particularly those focused on PvP.

The stream presented various settings across multiple categories, including Player, Entities, World, Resources, Crafting, Traders, Tasks, and Miscellaneous. These settings encompass aspects such as jump strength, crouch speed, stamina consumption, stamina recovery, gravity, experience point multipliers, skill acquisition, death penalties, drop-on-death regulations, loot availability, resource yield, crafting expenses, trader pricing, quest limitations, base skill points, enemy damage, entity damage, block damage, zombie speed, vehicle damage, and other options that influence gameplay.

For single-player or local co-op modes, these features primarily serve as sandbox elements. However, for dedicated PvP servers, they prompt a significant inquiry:

Who possesses the ultimate authority over the values: the server or the client?

This question is critical because a PvP server fundamentally depends on server authority. The server must serve as the definitive source of truth regarding movement, damage, progression, economy, quest access, loot, crafting, trader regulations, and world rules. If a client can retain local custom-mode values upon joining a dedicated server, or if the server fails to effectively override or reject incompatible values, these settings could become a potential avenue for exploitation.

This concern is particularly pertinent for anti-cheat mechanisms. The logic behind anti-cheat systems relies on stable assumptions. For instance, movement detection is based on a known jump ceiling, gravity behavior, stamina model, crouch speed, and permissible movement range. Damage detection is predicated on established damage multipliers. Furthermore, economy and progression verifications are based on known experience points, loot, quests, trader interactions, and crafting regulations. Should version 3.0 permit any of these variables to differ per client, or if the server does not adequately expose the necessary information, it could undermine the integrity of the game.
Do you honestly think a client joining a server would be able to have its own settings override serverside settings after joining?
 
I cant wait till Monday to get my hands on the item degradation settings. No more infinite items will be the greatest change they have ever done for the game.
Anyone got a spare streamer key lying about wink wink?
Yes, that is one of my favorite sandbox features as well. With item degradation enabled, it incentivizes you to keep looting to have backup weapons. The new "lose x items on death" setting is also awesome to play around with it.

In one of my current playthroughs, I have repairing turned off except through the combine bench. Meaning, I have to find another of the same item to repair it. Alittle hardcore, but I find it forces you to play with multiple different weapon types aside from the one you are spec'ed in.

Having a nice boosted stat weapon, makes you weigh when to use it, especially when you have limited ways to repair it.
 
Do you honestly think a client joining a server would be able to have its own settings override serverside settings after joining?
Yes, I absolutely think it is possible for client-side values or behavior to matter unless the server explicitly owns, validates, or rejects them.

That is not a wild concern. Clients already have authority over many things in practice: rendering, UI, crosshairs, camera behavior, input timing, local prediction, what actions they attempt to send to the server, and how their game client presents or handles local state. A server is only authoritative over the parts it actually validates and enforces.

That is the entire reason anti-cheat, server validation, EAC, server-side checks, and admin tools exist. If clients never had meaningful authority or influence, cheating would not be a constant problem in multiplayer games.

The question is not “would TFP intentionally let clients override server settings?” I assume they would not intentionally design it that way.

The question is: with 3.0 adding a large Custom Mode system, which values are guaranteed to be server-owned on a dedicated server, which values are client-local only, and which values are synced, rejected, or ignored when a client joins?

That distinction matters because the settings shown are not just cosmetic. They include gameplay-affecting values such as jump strength, crouch speed, stamina, gravity, damage, loot, crafting, progression, traders, quests, vehicle damage, and resource yield.

For a solo game, those are sandbox options. For a public PvP server, those are server-authority questions.

So yes, I do think it is fair to ask. Not because I assume the worst, but because PvP admins need proof that the server is the final authority over gameplay-affecting settings. “Surely the client cannot do that” is not a technical answer. The useful answer is whether the dedicated server overwrites, validates, logs, or rejects those values.
 
@faatal How much of the new Sandbox Settings will be accessible for dedicated servers? My buddy runs one, and according to him some of the current settings just aren't available serverside.
Yes you can use all settings on a dedicated server via serverconfig.xml

 
Maybe someone already brought it up. But would like to see a option setting to adjust wandering hordes. Like how often and how many.... I know they put an option to increase zombies amounts in the world and how often they spawn but say I want to adjust that to a medium setting and such but would like a wandering horde to be large size with a chance to happen between 1 to 3 days or something along those lines. ... unless I miss understood the world zombies and that includes wandering hordes.
Wandering horde configurable options have been talked about. Hopefully something in that area comes in a following update.
 
Was there any discussion about stability issues being addressed on console? Playing with two friends on PS5 and getting through a horde night without a crash is still a slim chance if you have max zombies above anything but 4 at a time it seems. I know we can go back to a hosted server, but was hoping new release might eventually improve performance. Love the game, but crashing drives you nuts and want avoid cost of hosting sites.
 
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