Kalnazzar
Refugee
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.