PC V3.0 Dead Hot Summer Dev Diary

Don't confuse a dedicated server rented from a provider with a home server; I was specifically talking about a rented one (unless you can build your own with all the necessary security measures)—but it’s already clear to me where you stand... no need to reply.
no doubt,
this alone explains it all
Screenshot 2026-06-15 103351.png
your definately NOT going get 12TB world wide anticast 7 layer ddos protection from a residential isp.
 
That is a lot of words to say the same thing multiple different ways and several things that are not at all relevant to 7d2d. I truly hope that TFP staff ignore these type of posts since you are wasting their time reading this gobbly-gook.

I will also clue you in on something. More words does make something more persuasive. Here, the gratuitous loquaciousness hurts your argument because people have to read through meaningless tripe to figure out what you are tying to say.
Sometimes it's good just to let them sit for a few hours then walk in, sit down and listen. There always something interesting to hear when you listen without prejudice.
 
If we are posting game option suggestions in this thread, then I would like one of these (A is preferred):

A) The option to completely remove empty jars from the game again.

-or-

B) The option to remove empty jar requirements from the dew collector, and if they are required for the apiary now, then from there as well.


Let people who want them have them. I couldn't care less. But I'd like a way without a mod to remove them from my own game. I can mod them out, but it seems to me like a good game option to add since there is such a divide in the community about them. It's certainly a better option to add than bobbleheads.
Such a small stone yet the largest of ripples. Agreed, give them a slider
Post automatically merged:

Dedicated-server administrators and hosting providers need clearer 3.0 support​

I want to raise this respectfully. I understand that 3.0 is a major update and that some systems may still be under development. However, the current lack of dedicated-server information is affecting more than individual server administrators. Hosting providers are also being left without clear implementation guidance.

One hosting provider has stated that the that they have not received direction from the developers explaining how the setting is encoded, how it should be handled, or how it should be exposed through their hosting panel.

That is a serious migration concern.

My original question remains:

After a hosted dedicated server loads a SandboxCode, what supported method allows the server owner, hosting provider, or server-side mod to read and verify each individual effective setting at runtime?

For example, are those values exposed through:
  • GamePrefs;
  • GameStats;
  • WebDashboard;
  • a console command;
  • server logs;
  • a public runtime object or API?
The response to paste the code into the game’s Sandbox Settings screen explains how a person can inspect it manually through a client. It does not explain how a hosted dedicated server, a hosting control panel, or a server-side administration tool can obtain the same decoded values.

This distinction matters. Hosting providers need to know how to:
  • accept and validate a SandboxCode;
  • preserve it during updates;
  • expose it through their customer panels;
  • show or audit the effective decoded settings;
  • migrate existing server configurations safely;
  • determine which settings are controlled by the server.
Dedicated-server administrators also need access to effective values such as movement speed, gravity, jump strength, damage, XP, block damage, loot settings, and other gameplay rules. Server-side tools and anti-cheat systems cannot safely assume those values remain at their defaults.

There are now several unresolved areas:
  • no documented runtime method for reading decoded SandboxCode values;
  • incomplete dedicated-server migration documentation;
  • hosting providers lacking implementation details;
  • uncertainty around WebDashboard, GamePrefs, GameStats, and server-side APIs;
  • major modding and XUi changes without a complete server-focused migration path;
  • client-UI explanations being provided in response to hosted-server questions.
I am not claiming that anyone is intentionally ignoring multiplayer, nor am I trying to insult TFP. I am explaining the practical effect: dedicated-server administrators and hosting providers are being left to investigate and reverse-engineer critical parts of the migration themselves.

Dedicated servers and commercial hosts support long-running communities, mod ecosystems, player retention, and continued engagement with the game. They are not a minor edge case.

At minimum, the multiplayer ecosystem needs:
  • documented dedicated-server configuration behavior;
  • a supported method for decoding and displaying effective sandbox settings;
  • a documented runtime API, if one exists;
  • a clear server-owned versus client-local settings list;
  • hosting-provider implementation guidance;
  • dedicated-server migration documentation before release;
  • direct technical answers from someone familiar with hosted-server operation.
A direct answer that the functionality is unfinished or does not currently exist would still be useful. What makes planning difficult is not knowing whether the functionality exists, is planned, or must be independently reverse-engineered.

I hope this is received as constructive feedback. The current level of dedicated-server and hosting-provider documentation does not yet match the scale of the changes being introduced in 3.0.
Isn't the new release still experimental?
 
Such a small stone yet the largest of ripples. Agreed, give them a slider
Post automatically merged:


Isn't the new release still experimental?
Yes, it is still experimental, and that is exactly why this is the right time to raise the issue.

I am not asking for every document to be finalized or for every feature to be complete today. I am asking for enough provisional technical guidance that dedicated-server administrators and hosting providers can test the system properly and report real problems before stable release.

At the moment, we still do not know:
  • how a hosted server can display the effective decoded SandboxCode values;
  • whether server-side mods can read those values at runtime;
  • whether they are exposed through GamePrefs, GameStats, WebDashboard, logs, a console command, or an API;
  • how hosting providers are expected to validate, migrate, and expose the new setting.
Waiting until stable release to answer those questions would defeat part of the purpose of experimental testing. Server administrators need the information during experimental so we can verify authority, compatibility, migration, and tool support before live communities are affected.

So yes, it is experimental. That is not a reason to postpone the discussion. It is the reason to have it now.
 
Sorry Minion, I wasn't clear. I was mentioning that its still experimental so as to offer a possible explanation why the tech dissemination hasn't happened yet. I didn't intend to say we shouldn't discuss this, I was thinking maybe because its experimental, they haven't released the info yet- things might change and perhaps in the current state there is a volatile nature to the process that brings frustration and or risk. Just thinking out loud, by no means do I think we shouldn't ask your questions. Your post was thorough and makes a great point.
 
That is a lot of words to say the same thing multiple different ways and several things that are not at all relevant to 7d2d. I truly hope that TFP staff ignore these type of posts since you are wasting their time reading this gobbly-gook.

I will also clue you in on something. More words does make something more persuasive. Here, the gratuitous loquaciousness hurts your argument because people have to read through meaningless tripe to figure out what you are tying to say.
I thought it was an appropriate ask from the POV of someone trying to run 7D2D as a live game service.
 
@faatal is there a setting that will control POI sleeper respawn? Enemy Respawn only mentions biome respawning. I like to play with no loot respawn, and cleared POIs stay empty. The last I knew, disabling loot respawn would cause sleepers to respawn after a default 7 days or something, so what I have done for a long time is set loot respawn to a high value like 150 days, which essentially stops both POI loot and zombies respawning. It looks like this will now be limited to 50 days.
 
I thought it was an appropriate ask from the POV of someone trying to run 7D2D as a live game service.
I have no problem with TFP responding to questions from people. I object to people posting AI slop because they are lazy. Grandpa's posts waste the time of everyone who reads them because he cannot be bothered to take a moment to think about what he wants to ask and commit it to writing. I was also pointing out that what Grandpa thinks is persuasive is actually the opposite.
 
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