PC V2.3 Experimental

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Fun Pimps Staff
old_2_3_EXPHeader.jpg
Hey Survivors!

Today we have V2.3 experimental for you all.

We have a lot of changes that were talked about in the Town Hall Stream with more to come at a later date.

Disclaimer:
While we worked hard to make sure save games continue without issue, please make a back up of your current save before starting the game in V2.3
We've also added a runtime function that will automatically convert the old badges to the new survival gear.
Some challenges will remain completed, while others will be optional for those that choose to complete them.
If the badges were previously unlocked, the recipes for the new survival gear should also be unlocked.

Highlights:
  • Biomes and their Challenges can be explored and completed in any order to unlock Survival Gear recipes
  • Recover from biome hazard effects while sheltered allowing players to explore deeper into each biome
  • Recover from biome hazard effects in any other biome
  • Smoothies were updated with unique names and icons
  • Biome Badges have been changed to Survival Gear with updated icons to look more thematic to the game's style
  • Survival Gear will be dropped on death with those settings enabled
  • Players are allowed to craft additional gear items in the case of death or even for other players
  • Even without Survival Gear, storms no longer require players to escape the biome they are in while taking shelter
  • Plague Spitters no longer cloak
  • Lower chance of infection from Plague Spitter Insect Swarm
  • Tree stump bees have been changed to a non-infecting version
  • Tree stump harvest event has been updated to guarantee honey "IF" bees are spawned
  • Several zombie types will now target animal or player corpses that were previously ignored
  • Added a 2nd column of icons to use for custom map waypoints
  • Several tweaks to zombie AI
  • Dew Collectors have a lower activity heat value

Here is how you participate:
  1. Right click on the game in steam
  2. Click on properties
  3. Click the “betas” tab
  4. The drop down menu will have latest_experimental available <— you want THAT
  5. Select that and wait for the game to download

Have fun!


Here's what changed since V2.2 stable:

Added
  • Bee Swarm entity variant for tree stump game event
  • Bee Swarm hand item with non critical debuffs
  • Updated icons for Biome Survival Gear
  • WornItemMods min effect requirement
  • HonkEvent for vehicles to allow game events to fire based on honking the horn.
  • AI wander and look are more active while alert
  • AI randomly turns during look while alert
  • Second column of icons to use for custom map waypoints

Changed
  • Removed erroneous second set of tags from ammoCrossbowBoltExploding
  • Disabled biome Wear, Loot, and Time challenges
  • Biome Badges are now separate weather items per biome.
  • Removed RepairItemsMeshDamage property from jail doors since they don't have a door frame stage
  • Taking shelter without survival gear will recover biome hazard effects
  • All biome hazards now have 3 minutes of survival time without gear
  • Survival gear is now dropped on death with drop on death settings
  • Updated icons for biome hazard reducers
  • Removed food and water stats from Black Lung Serum and Fallout Flush
  • Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
  • Increased water stat on Sunstroke Tonic
  • Updated the recipe for Scorcher Stew
  • Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees.
  • Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
  • Reduced dew collector activity value
  • Replaced plague spitter fade with a low rate of wandering
  • Storm messages will no longer say to leave biome
  • Biome Hazards recover in any other biome
  • Improved AI wander position variety
  • Increased AI alert time after investigation point reached
  • Increased rate AI interest distance returns to the default value
  • Updated shotgun shell icon to match other shotgun ammo icons

  • Fixed
  • AI ranged projectile attacks would start when the target was dead
  • Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
  • Water is not visible through glass
  • Distant water seam if near water is to the side
  • Underwater distortion could be clipped at certain angles
  • Trader Bob VO Trade 17 line cuts off
  • Air drop marker still shows when setting has it off
  • NRE when spawning insects after destroying tree stump using vehicle
  • Icon background textures not cleared when switching between containers - second issue
  • AI wander random range was 1m too short and only used 1m increments
  • Biome spawned AI move speed increase from storms did not happen at night
 
I like the sound of all of those biome-related changes; progression from biome to biome will feel much less gamey and artificial after this update. So I'm looking forward to it.

Personally, would I prefer it if the whole biome survival thing was less binary? Yeah. As it is, you're either at the mercy of the elements or fully protected. There's not much granularity there.

Just spitballing here, but if survival gear wasn't 100% damage proof, and if shelters in hazardous biomes gave full protection only if you craft/purchase and then deploy some kind of equipment or station (an air filtration unit, or insulation, or hot tub, or hookah lounge, or whatever), that would make survival in the extreme biomes more interesting.

Of course, most people would hate it, and then Reddit would get all Reddity... and the Steams forums would get super salty... there would be a great gnashing of teeth, and stomping of feet, and shaking of fists... there would be a great bombing of reviews...

Oh well. It would make a good mod.
 
It’s a really good start, but they still haven’t even touched on one of the biggest topics players have been bringing up and they just keep ignoring it. We want our jars back, and we want to craft them. Make it harder if needed—the recipe could require more materials, maybe even the crucible tool in the forge, and we could have a dedicated water station. Each biome could have different levels of water contamination, getting harder and harder to make drinkable. Even plain boiled water could have a drawback, like damaging the player. There are so many creative options instead of “player no understand empty jar cannot save and fill.” We also want old-school farming as an option in the game again, improved with modern touches: water irrigation pipes, UV lighting for underground farming, and a rain collector upgrade that fills water trenches we dig so crops can absorb it. Fertilizer, the hoe, bring it all back as part of a dedicated farming path that we can still choose to follow alongside the AFK-style farm plots.
 

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It’s a really good start, but they still haven’t even touched on one of the biggest topics players have been bringing up and they just keep ignoring it. We want our jars back, and we want to craft them. Make it harder if needed—the recipe could require more materials, maybe even the crucible tool in the forge, and we could have a dedicated water station. Each biome could have different levels of water contamination, getting harder and harder to make drinkable. Even plain boiled water could have a drawback, like damaging the player. There are so many creative options instead of “player no understand empty jar cannot save and fill.” We also want old-school farming as an option in the game again, improved with modern touches: water irrigation pipes, UV lighting for underground farming, and a rain collector upgrade that fills water trenches we dig so crops can absorb it. Fertilizer, the hoe, bring it all back as part of a dedicated farming path that we can still choose to follow alongside the AFK-style farm plots.

Okay, but why do you actually want jars back? If the only reason you want jars back is so that you can scoop water again, you don't need jars for that at all. Just like you don't need empty gas cans to gather gasoline.
 
I don't think they should bring jars back personally, I think they should make it more realistic to survival if i'm honest, and if i were out in an apocalypse with a backpack, i would not be carrying around 1000 glass jars lol, but what I would carry is a canteen.. They should add canteens to the game, stainless steel type ones, so you can boil the water, but make it so it only stacks to 1, u could craft it then once u have the crucible, or u may find it as rare loot (but it would be rare as most survivors would have one and not leave it behind), I think that could balance really well.
 
Okay, but why do you actually want jars back? If the only reason you want jars back is so that you can scoop water again, you don't need jars for that at all. Just like you don't need empty gas cans to gather gasoline.

Thank you for asking why I want jars back it’s great to have a genuine discussion without judgment! For me, wanting jars back isn’t just about scooping water; it’s about the immersive and relaxing gameplay loop they brought to 7 Days to Die. In older versions, going to a lake or river to fill jars and then purifying them was a calming break from the intensity of POIs, looting, and zombie battles. Water has always had a naturally soothing effect on me there’s something about being near a lake or river that just puts me in a relaxed state. That moment of standing by the water, filling jars, felt like a small but meaningful ritual, similar to how fishing or gardening relaxes some people. It wasn’t about the system being “easy” in fact, I wanted it to be more involved, as I outlined in my post [Player Choice Is the Heart of a Sandbox Game](https://community.thefunpimps.com/threads/player-choice-is-the-heart-of-a-sandbox-game.44389/). There, I suggested ideas like a multi-stage water purification station with components that degrade based on water toxicity, which would add depth and challenge to the process. The jar system was rewarding because it gave me a purposeful task that let me engage with the world in a quieter, more deliberate way.

This applies to the older farming system as well. Tilling, fertilizing, and watering crops made me feel truly invested in my survival, like every harvest was earned through effort. In my post, I mentioned bringing back hoeing and fertilizing, or adding irrigation systems with pipes, buckets, or sprinklers, and even underground farms powered by UV lights to make it more engaging. The current simplified farming is great for players who prefer a low-maintenance approach, and I don’t want to take that away. But why not let both systems coexist? A sandbox game thrives when it offers multiple valid paths, not when one system replaces another, potentially alienating players who loved the hands-on approach.

This principle of choice also applies to things like the Frostclaw and Spitter models being removed. While I didn’t mention them specifically in my post, the same idea holds why not keep old models as an optional setting so players can choose what fits their experience? I’m not asking to remove the Dew Collector or other new systems; they’re perfect for those who enjoy a passive approach. The devs have said the old systems were too easy, but I didn’t love jars or farming for their simplicity. I loved them because they added variety, letting me take a breather by a lake or river, soaking in that calming atmosphere while filling jars. Forcing one playstyle over another feels counter to the spirit of 7 Days to Die, which has always been about freedom and creativity in survival. Offering options like jars alongside Dew Collectors, hands-on farming alongside the simplified version, or toggles for enemy models doesn’t take anything away from players who prefer the new systems. It just makes the game more inclusive and replayable. A sandbox should let each player choose their path, whether it’s through detailed crafting, strategic horde night tactics, or simply enjoying the tranquility of gathering water by a lake. That’s what keeps the game alive and fun for so many of us. Isn’t the whole point of a sandbox to give players the freedom to find their own twists and turns to survive, in whatever way feels most rewarding to them?
 
It’s a really good start, but they still haven’t even touched on one of the biggest topics players have been bringing up and they just keep ignoring it. We want our jars back, and we want to craft them. Make it harder if needed—the recipe could require more materials, maybe even the crucible tool in the forge, and we could have a dedicated water station. Each biome could have different levels of water contamination, getting harder and harder to make drinkable. Even plain boiled water could have a drawback, like damaging the player. There are so many creative options instead of “player no understand empty jar cannot save and fill.” We also want old-school farming as an option in the game again, improved with modern touches: water irrigation pipes, UV lighting for underground farming, and a rain collector upgrade that fills water trenches we dig so crops can absorb it. Fertilizer, the hoe, bring it all back as part of a dedicated farming path that we can still choose to follow alongside the AFK-style farm plots.
I couldn't care less about jars to be honest, either way. I've never understood why it's such an issue for some people, even after reading far too many posts about them on this forum.
 
Jeez. Even update threads are being spammed with inane demands for jars. What is this, one crazy person using AI to generate hundreds of posts under different accounts asking for jars back out of all the random things they could want?
I talked about more than just jars in my post. The fact that you only mention jars shows you didn’t even read it.
 
Thank you for asking why I want jars back it’s great to have a genuine discussion without judgment! For me, wanting jars back isn’t just about scooping water; it’s about the immersive and relaxing gameplay loop they brought to 7 Days to Die. In older versions, going to a lake or river to fill jars and then purifying them was a calming break from the intensity of POIs, looting, and zombie battles. Water has always had a naturally soothing effect on me there’s something about being near a lake or river that just puts me in a relaxed state. That moment of standing by the water, filling jars, felt like a small but meaningful ritual, similar to how fishing or gardening relaxes some people. It wasn’t about the system being “easy” in fact, I wanted it to be more involved, as I outlined in my post [Player Choice Is the Heart of a Sandbox Game](https://community.thefunpimps.com/threads/player-choice-is-the-heart-of-a-sandbox-game.44389/). There, I suggested ideas like a multi-stage water purification station with components that degrade based on water toxicity, which would add depth and challenge to the process. The jar system was rewarding because it gave me a purposeful task that let me engage with the world in a quieter, more deliberate way.

This applies to the older farming system as well. Tilling, fertilizing, and watering crops made me feel truly invested in my survival, like every harvest was earned through effort. In my post, I mentioned bringing back hoeing and fertilizing, or adding irrigation systems with pipes, buckets, or sprinklers, and even underground farms powered by UV lights to make it more engaging. The current simplified farming is great for players who prefer a low-maintenance approach, and I don’t want to take that away. But why not let both systems coexist? A sandbox game thrives when it offers multiple valid paths, not when one system replaces another, potentially alienating players who loved the hands-on approach.

This principle of choice also applies to things like the Frostclaw and Spitter models being removed. While I didn’t mention them specifically in my post, the same idea holds why not keep old models as an optional setting so players can choose what fits their experience? I’m not asking to remove the Dew Collector or other new systems; they’re perfect for those who enjoy a passive approach. The devs have said the old systems were too easy, but I didn’t love jars or farming for their simplicity. I loved them because they added variety, letting me take a breather by a lake or river, soaking in that calming atmosphere while filling jars. Forcing one playstyle over another feels counter to the spirit of 7 Days to Die, which has always been about freedom and creativity in survival. Offering options like jars alongside Dew Collectors, hands-on farming alongside the simplified version, or toggles for enemy models doesn’t take anything away from players who prefer the new systems. It just makes the game more inclusive and replayable. A sandbox should let each player choose their path, whether it’s through detailed crafting, strategic horde night tactics, or simply enjoying the tranquility of gathering water by a lake. That’s what keeps the game alive and fun for so many of us. Isn’t the whole point of a sandbox to give players the freedom to find their own twists and turns to survive, in whatever way feels most rewarding to them?
I completely agree it’s not just about the jar system being easy like The Fun Pimps claimed. It’s infuriating that they’re blaming players for their delays on features like bandits when they’re the ones who pushed these unwanted changes! They made these frustrating updates, and when players finally got a chance to speak up in the forums, we clearly said we didn’t like them. Their response? They’re moving forward anyway, then wondering why so many of us are p***ed off. It’s like they’re ignoring what makes 7 Days to Die special: the freedom to play how we want. Forcing the Dew Collector on us instead of keeping jars feels like a slap in the face. I loved going to a lake to fill jars it was a chill moment in the chaos, and I want that back! They need to stop replacing systems and start giving us options to play our way. YES, I WANT MY JARS BACK!
 
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I don't think they should bring jars back personally, I think they should make it more realistic to survival if i'm honest, and if i were out in an apocalypse with a backpack, i would not be carrying around 1000 glass jars lol, but what I would carry is a canteen.. They should add canteens to the game, stainless steel type ones, so you can boil the water, but make it so it only stacks to 1, u could craft it then once u have the crucible, or u may find it as rare loot (but it would be rare as most survivors would have one and not leave it behind), I think that could balance really well.
It's not that the jars are on my list of top priorities but, it's not realistic that you can carry entire stacks of rocks and other materials, or store a 4x4 in your backpack, to give more realism to survival it would be necessary to implement a crane truck and containers, to transport all that material.
Don't get me wrong, I agree with more realism, but then we would have to look at other things.
 
You joined the forum 15 minutes ago and even have "jars" in your name :D
I created this account just to vent about what’s been bothering me with 7 Days to Die. I’ve been playing since the golden days of Alpha 16, and honestly, the game feels like it’s gone downhill. It’s practically a different game now! My username probably gives away one of my biggest gripes the removal of glass jars. I miss the old water system.
 
In older versions, going to a lake or river to fill jars and then purifying them was a calming break from the intensity of POIs, looting, and zombie battles.
Why did you have to go somewhere for water in the old version? We collect a bucket of water and leave it in the house. If you need water, then we pour the bucket into any hole, from which you can either collect 2 buckets or collect a stack of cans and a bucket. And you don’t have to go anywhere, poured out a bucket, filled the cans, filled the bucket - repeat as many times as you have empty stacks of cans.
 
Why did you have to go somewhere for water in the old version? We collect a bucket of water and leave it in the house. If you need water, then we pour the bucket into any hole, from which you can either collect 2 buckets or collect a stack of cans and a bucket. And you don’t have to go anywhere, poured out a bucket, filled the cans, filled the bucket - repeat as many times as you have empty stacks of cans.
“I remember this. I did this a few times myself on a few playthroughs. Eventually, I wanted a full underwater river, but the water was really janky, so I was never able to pull it off. Still, this was a faster way to do it if you wanted to exploit a mechanic.
 
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