Share your Sandbox Code

Crater Creator

Super Moderator
Just like we’ve shared our favorite seeds for random world generation in past releases, it’ll be cool to share your Sandbox Codes for V3.0, which define all the gameplay settings you’ve picked. For example, I may still dial mine in more over time but here’s what I’m using.

AACJENCBACAWBAXEBBDAPAAMJBREAOBBLCCVEBXDCACCCFCYGDBIDCIDFFDKJDLJDOJEKEEXFFCBFEAFBDFFFFKAESHERFFLGFMKFOF

  • Sped up progression with 2 skill points/level and 150% block damage.
  • Penalties on death with injured state and lost items.
  • Slightly nerfed Blood Moons with reduced frequency, zombie speed, and no elites.
  • Reduced overall loot, with tweaks to specific categories.
  • Working workstations and repair degradation.
  • Traders are almost always open and cheaper but have reduced inventory.
  • Slightly beefed up vehicles.
How do you play 3.0?
 
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Here is what i am currently working with:

AAACABCACIADIAEKARMAGFAHGAFGAKEAJFATDEMEENGBACAWBAXDAYDAZFBBABDIAPAAUDAMABUEBQCBGMBHMANBAOBBIEBJEBKEBLEBNFBPFCDACVBBWFBZHCAACFFCHFCRACSACTACUACKBCLBCMECXACYHDMFDADDXKDNKDYJEABDTIAVCEKFCNBFEDFIDFDFFBJFFAFKAEPAEUAESHETAERBFLK

- Insane nightmare+ (Zombies deal more damage than insane, players move slower to make nightmare speed zombies faster and you deal even less damage than ever before yippee!)
- Khajit has wares, if you have coin... "IF" you have coin (Trader stock high, buy price 300%)
- 300% crafting timer, sadly doesn't go higher.
- 200% slower loot and 50% less loot, lower global lootstage but higher POI lootstage. (harder POI = better loot... "IF" it has loot)
- Item degradation low but repair degradation max (More time between repairs, very expensive repairs)
- Blood moon 32 every 5 days, max zombie block damage, and no airdrops.
- 300% storms and hot single screamers in your area want to get to know you! Light your campfire to let them know your location.
- Map yes. Compass, watch and occult visual indicators no.
- Zombie density high and flip a coin rage mechanics.
- Death penalty roulette of nightmares, deadly infections and no jars allowed.
- Higher than normal resource harvesting and block damage to keep you in the fight longer, i do not in fact yearn for the mines.

Currently testing delayed skill points and pseudo headshot only mode.

One single starting skill point and no new skill points per level except for every 5 levels, where you get 6 skill points. Forces me to really think about my skill points, do i allocate for magazine drop rate, utility, or survival skills and damage. Free additional skill point every 5 levels because existence is suffering.

Entity damage taken reduced to 50% but headshot damage increased. I did not like the idea of trying to swat vultures with the headshot only mode so am trying this setup today.

Had to disable feral sense... for now. Further testing required to find out if im washed, rusty or if feral sense multiplies the difficulty of the new settings.
 
I wanted to create more of an arcade classic horde mode version and spent some time experimenting with different settings. Try the following settings for a much different experience than vanilla. Comments and suggestions welcome here:

Prep: Create a 2k map and select the option that removes all POIs from the world. Horde mode is about building your own base from scratch as quickly as possible, improving on it to keep up with the increasing hordes. So there can't be any existing structures with tempting second story floors and rooftops.

Code: AACLADLASHENCBADAPAAMLBSBANBCIDCDACEACVLBWBBZEBYACABCCBCFACHACOBCPHCLECXBDMNDAKDBJDCJDELDFNDHLDILDJADKADLADXKDYKDSAELAEKFEYAEZAFCBEWAFJAEOAEPAEQAEUAEVA


Settings:

View attachment 39412
View attachment 39413

For those who never played it, Horde Mode was a gameplay option that focused primarily on base defense. There were multiple airdrops each day that contained supplies, weapons, ammo, first aid, and food and drinks. So you didn't have to scavenge in POIs for supplies or even craft very much although crafting was an option. You just had to run around and collect air drops and then use the supplies to build your base. Each night the zombies would come in larger and larger waves.

This set of options doesn't replicate it exactly but it gives a similar vibe. It is more of an arcade version where you can already chop and mine at a decent rate right out of the gate. In classic horde mode there was no leveling or perks as it was way before that, but I didn't want a slow progression so I increased the number of skillpoints you earn per level so you can perk into multiple weapons if you wish pretty quickly.

There is no biome progression or temperature survival. You can set up in any biome depending on the challenge you want. Everything is close by on the 2km map. Bloodmoon happens every night to match the nightly waves of zombies. Airdrops are daily but only one drop per day so to compensate for that I increased zombie loot bags to 500% which really provides tons of resources. I emphasized resources, weapons, ammo, and food and drink to varying degrees.

There is no magazine crafting progression. You know all recipes from the start and only need to obtain the components to craft them. There are no traders or quests and no challenges. The focus is entirely on building and then repairing/improving each day after looting all the bags from the zombies you killed each night. I also disabled the heat map so that screamer hordes during the day would not be a thing. I wanted day to be primarily about building and prepping and night about killing and defending.

The 24hr period is 20 minutes. Daylight starts at 4am and ends at 20:00 so you have to be quick and focused with your prep work for each night.!
 
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Code: AACIADIATBBACAYBBDHAPAAMKBREBUEBSEBTBBFMBGJAQCBLEBNEBOACDACVCBZHCAECCFCFACGACHBCQACRACSACTACUACKBCMDCXADBDDCDDDBDEBDNIDPHEKCEZAEWAFGBFEAFIBFDFFHDFBGFFFFJAEOAEPAEQAEUAEVAERAFOB

I wanted to create a preset that blends the feel of pre-A17 and current design elements of the game. Almost zero 2.0 features have aged well for me, so they've received the axe.

Summary: Heavily nerfed traders, with limited wares, increased prices, and no quests. No elite zombies. Very low heat map. Plentiful zombies but scarce native wildlife. Random air drops aside, there is no hand holding (no day, time, compass, map, challenges, and no free skill points). No biome progression or storms. Global loot stage is low while POI loot stage is high. Crops take twice as long to grow but over 25% more yield. Increased infection rate. Marginally punishing consequences for death, and item degradation enabled. Workstations in the wild are set to 10%. Zombie digging disabled.

Settings:

Picture 1
Picture 2

Key features (lore):

There are no storms, nor biome progression. I did not find either of these mechanics enjoyable. Instead, the challenges lie in the elements and in the nigh overwhelming undead, which repopulate previously cleared zones very quickly. While they are not the toughest, they hit hard, and must have their brains destroyed in order to properly send them back. As a reprieve, screamers are very seldom attracted to this region, and they seem to not be affected by the mutation that causes their strength to increase and their skin to glow orange or blue.

Crops grow slower, but appear to give the survivor a small greater yield. Animals are shy and thus are rarely seen, or perhaps they are all critically endangered.

There are little in the ways of handouts. Air drops uncommonly fall from the heavens, and can happen at any time of day. Without a compass or map however, they could prove to be exceptionally difficult to track down if the survivor does not pursue their trail of smoke immediately. The day and time are also a mystery to the them. They all blend together nowadays, anyway. The survivor is skilled, and requires none in the way of challenges or tutorial missions.

Some loot has been plucked almost entirely clean from the land. This includes precious resources such as medical items, ammunition, and to a lesser degree, food and water. There is lower incentive to travel to more difficult regions, but inside the most dangerous buildings, perhaps there is hope yet for a desperate survivor...

Finally, decades of pillaging have left the traders in a less than desirable condition. They offer very, very little in terms of wares, are expensive to purchase, and keep to themselves, offering no official methods of earning coin through expansion of territory.

Misc: The daylength is 60 minutes. Player terrain and block damage are increased slightly, but zombies hit harder outside of blood moons, as well. Vehicle damage is severely decreased. XP only shows up in the bar above the toolbelt. Death results in loss (not deletion) of all equipment and items, injury upon respawn, and durability degradation of all items (turned up to 10%). Infection rate is at 200%. Jar refund is 90%. Zombie digging is disabled. The undead will sprint if they smell the player. You start off with zero free skill points. Global loot stage is down, but POI loot stage is high.
 
Updated code after additional tinkering and multiple failed worlds:
AAACABCACIADIAELARMAGFAHGAFGAKEAJFATDEMEENGBACAWBAXDAYDAZFBBABDIAPAAUDAMABUDBQCBGMBHMAOBBIEBJEBKEBLEBMCBNFBPFCDABWFBZICAGCCECFFCHFCBACRACSACTACUACZCCKBCLBCMDCXACYHDAFDXKDNJDOBDYKDPEEABDTIAVCEJBEKEEXGCNAFEEFIEFDFFAGFBKFFAFJAFKAEPAEUAETAERBFLKFMKFNKFOKFPG
-I managed to fit feral sense back in by making it night time only, and because of that i was able to add air drops back in... that drop at night only. Shame i cant make them vanish at dawn but at least without airdrop markers you can only guess their rough location.
-Trader stock increased to very high and prices increased to 400%, it will cost an arm and a leg but the traders have a high chance of selling what you need. Sell price increased to 125% to make points into merchant skills more valuable and quest dukes less so.
-Had to raise loot to 75% temporarily as Fataal has mentioned a problem with loot rounding. 50% was giving zero loot 90% of the time. Hopefully i can drop to 25% again once fixed.
-Combining no longer provides repairs, your items WILL eventually die and need to be replaced. At least that's the intention, more progression required to properly test.
-Blood moon up to 64 because i ain't no coward. I re-read the description and even though it cant spawn 64, it will raise the difficulty by the amount over the zombie cap.
-Zombie density reduced to medium, i was able to manage high density in the forest but could not handle it once i reached the burnt biome. The combination of 300% storms and far too many daytime feral's was just too much. Perhaps as more experience with the new settings are gained i can increase it again.

After the upcoming patch and i manage to get a run into mid/endgame i will be able to better decide where to reduce various loot settings for a more polished experience.
Additionally i have lowed the max loot quality to 3, though i am concerned this will apply to the clothing required for storm protection. Not being able to get quality 6 clothing will force me to undo this setting.

Additional notes:
Vultures are early make or breaks for runs, usually breaks, they can wipe the floor with you in seconds.
Spikes will be your main source of early damage but also eat all your exp, rifles deal great single shot damage to help prevent this.
If you are wondering what type of zombie is making noise behind that wall its a feral biker, every single time. Goddammit.
Never ever run around over-encumbered, always make a drop off box in the street outside every poi you raid.
Dysentery really isn't that bad and river water/sham sandwich's are a cheap source of food/water. Remember that health is a resource.
Two block high coward towers with eight surrounding spikes are great for dealing with early zombies. Make multiple and add side center pole between them to deal with larger groups of zombies.

Finally, for those looking for the full me style play through here are the extra rules:
-You must complete quests in their biome according to tier. Tier 1 quests must be done in the forest, tier 2 the burnt biome and so on.
-Once a quest tier has been completed you cannot hand in any more quests in that biome(excluding wasteland for tier 5 and 6 quests)
-If you feel you are not strong enough to move to the next biome you can take quests to reset poi's if needed, but you cannot hand any in for a reward. If you accidentally complete a quest you must go to the quests tab and cancel it.
-You are allowed a maximum of two bloodmoons per biome pre-wasteland, you must move to the next biome before a third bloodmoon begins. If you are either foolish or courageous you can move as soon as you complete the quest tier for the biome.
-Both double looting and logging out to reset trader quests is allowed, but no deliberate hunting for crack-a-book quests!
 
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