PC V3.0 Dead Hot Summer Dev Diary

Would it be possible to make broken vending machines lootable? They could give the player a small assortment of canned goods, drinks, and/or candy. Maybe throw in some empty jars or something to mix up the loot table.
The lack of candy elsewhere is the only reason i don't plan to disable vending machines. I just want to remove the ability to buy so much easy food, so until candy is available somewhere else i will just jack up prices 500%.

Means i can still access the buffs but a 2500 duke yucca smoothie purchase is a lot harder to justify.
 
I’ll pull back the curtain a bit. Streamers were given access to a build before the event, with strict rules not to post any content before the event began. This is normal. It’s done so that they can plan and prepare their streams to create the best content possible (download the build, generate a world, get it running on dedicated servers, test and tweak settings, do these things while awake across worldwide time zones, etc.).

From what I can determine, the build originally made available was older than intended. Old enough that bandits, which the devs have been continually working on, weren’t fully removed yet. When the oversight was identified, the streamers were issued a newer build, with bandits fully erased.

It was not intended for streamers, and by extension viewers, to see bandits in V3. The focus is on the new features & content that players will get to experience in V3. But what happened happened, and the devs don’t see it as productive to remove footage that’s already been seen.

So… yes, the devs were caught working on bandits. Now, how about those sandbox options? :)
I don’t think it was ever a secret to anyone that TFP are working on bandits. Seeing them fully fleshed out did not come as a surprise to me even if they did look like a mix of a Neanderthal and my grandmother.

No less it’s always nice to prove the doubters wrong :D
 
The lack of candy elsewhere is the only reason i don't plan to disable vending machines. I just want to remove the ability to buy so much easy food, so until candy is available somewhere else i will just jack up prices 500%.

Means i can still access the buffs but a 2500 duke yucca smoothie purchase is a lot harder to justify.
I have mine on Very Low trader item count and Buy Price 200% as I don't like the traders feeling like Walmart.

I am currently playing: AAAJABJACJADJARFBIBCBACXEDKDELDEKBFEAFBIEQAESFETC

1781399000604.png
 
I have mine on Very Low trader item count and Buy Price 200% as I don't like the traders feeling like Walmart.

I am currently playing: AAAJABJACJADJARFBIBCBACXEDKDELDEKBFEAFBIEQAESFETC

View attachment 39424
Does trader item count affect vending machine item count? Could those be separated?
I want access to lots of nerd tats for late game, but want basically zero food offered. Last few years of 7DTD i have never had to cook anything and would like to be forced into using the campfire for once.

Cant wait to get my hands on the new settings and start trying things out. First thing i have to test is density and respawn on insane nightmare feral sense. Will it even be possible to play with everything maxed?
 
I think I know what you did here @faatal. You just dropped the bomb here with "I am currently playing: AAAAJABACABEERABRA..."

The amount of presets are more than the players in Steam itself and I bet there will be another separated thread in this forum where everyone will add to it. ;) Thanks !

This update is gonna rock.

Also, feral chickens and acid rain 🤘
 
They look like like zombies than humans.
Stinger Jinx, Care of Hermione
They only added what modders have already done for years. :ROFLMAO:
They began to bridge a gap, for console use. It is a loophole, but is acceptable because it is a part of the
default directory structure. That also, covers a lot of the most basic QOL and non-overhaul xml mods plus.

Fixed animal and zombie heads not looking at the target and having a large performance cost (25 living zombies would drop my FPS by 10 from that bug).
Does that mean they look at you now Yes, or look at you now No?.....An extra question does respawndelay round down to 0,
or is it a float, and accepts decimals?
 
The current 3.0 release notes do not fully address dedicated servers.

They explain that 3.0 adds more than 150 sandbox options, provide the list of those options, and describe several modding and XUi changes. What they do not provide is a dedicated-server explanation of how these systems actually work in practice.

Server owners still need direct documentation covering:

  1. How a headless dedicated server creates, edits, and applies the new SandboxCode.
  2. Whether every gameplay-affecting sandbox option is enforced server-side.
  3. What happens when a client joins with different local Custom Mode values.
  4. Whether the client values are ignored, overwritten, synchronized, or rejected.
  5. Where admins can read the final effective value of each individual setting after the SandboxCode is applied.
  6. Whether those values are available through serverconfig, GamePrefs, GameStats, console commands, output logs, WebDashboard, or another server-side interface.
  7. Whether server-side mods, admin tools, and anti-cheat systems can read the final effective values at runtime.
  8. How hosting providers are expected to expose, validate, and troubleshoot the 150 settings.
  9. How server owners can compare two SandboxCode values and determine exactly which settings differ.
  10. Which options are server-owned, which are client-local, and which only apply to single-player or locally hosted multiplayer.
The existing release notes answer the question, “What sandbox settings are being added?”

They do not fully answer the dedicated-server question:

“How are those settings stored, enforced, synchronized, inspected, and exposed to server-side tools?”

That distinction matters.

Dedicated-server admins are responsible for balance, anti-cheat validation, player fairness, hosting configuration, save migration, and troubleshooting. An encoded SandboxCode may successfully apply settings, but admins still need a reliable way to verify what the server is actually running.

For example, movement validation may depend on jump strength, gravity, crouch speed, stamina regeneration, and stamina usage. Damage validation may depend on player damage, entity damage, block damage, and headshot multipliers. Economy and progression tools may depend on XP, loot, crafting, traders, quests, mining yield, resource yield, and skill gain.

Without documented access to the final effective values, server owners and modders are forced to guess or reverse-engineer the system after release.

What is needed is a separate 3.0 Dedicated Server Release Note or Administration Guide that clearly explains:

  • SandboxCode generation and migration
  • Dedicated-server authority
  • Client synchronization behavior
  • Effective-setting inspection
  • Runtime access for mods and admin tools
  • Hosting-provider requirements
  • Console and logging support
  • Save migration and rollback considerations
This is not criticism of the sandbox feature itself. More customization is useful.

The concern is that a major server configuration change needs dedicated-server documentation, not just general release notes aimed at all players.

Please provide a dedicated-server release note before or alongside the 3.0 release so server owners can prepare properly instead of discovering critical behavior on live servers.
 
Wait... did you graduate at a Learing center by any chance? :unsure:
Post automatically merged:

The current 3.0 release notes do not fully address dedicated servers.

They explain that 3.0 adds more than 150 sandbox options, provide the list of those options, and describe several modding and XUi changes. What they do not provide is a dedicated-server explanation of how these systems actually work in practice.

Server owners still need direct documentation covering:

  1. How a headless dedicated server creates, edits, and applies the new SandboxCode.
  2. Whether every gameplay-affecting sandbox option is enforced server-side.
  3. What happens when a client joins with different local Custom Mode values.
  4. Whether the client values are ignored, overwritten, synchronized, or rejected.
  5. Where admins can read the final effective value of each individual setting after the SandboxCode is applied.
  6. Whether those values are available through serverconfig, GamePrefs, GameStats, console commands, output logs, WebDashboard, or another server-side interface.
  7. Whether server-side mods, admin tools, and anti-cheat systems can read the final effective values at runtime.
  8. How hosting providers are expected to expose, validate, and troubleshoot the 150 settings.
  9. How server owners can compare two SandboxCode values and determine exactly which settings differ.
  10. Which options are server-owned, which are client-local, and which only apply to single-player or locally hosted multiplayer.
The existing release notes answer the question, “What sandbox settings are being added?”

They do not fully answer the dedicated-server question:

“How are those settings stored, enforced, synchronized, inspected, and exposed to server-side tools?”

That distinction matters.

Dedicated-server admins are responsible for balance, anti-cheat validation, player fairness, hosting configuration, save migration, and troubleshooting. An encoded SandboxCode may successfully apply settings, but admins still need a reliable way to verify what the server is actually running.

For example, movement validation may depend on jump strength, gravity, crouch speed, stamina regeneration, and stamina usage. Damage validation may depend on player damage, entity damage, block damage, and headshot multipliers. Economy and progression tools may depend on XP, loot, crafting, traders, quests, mining yield, resource yield, and skill gain.

Without documented access to the final effective values, server owners and modders are forced to guess or reverse-engineer the system after release.

What is needed is a separate 3.0 Dedicated Server Release Note or Administration Guide that clearly explains:

  • SandboxCode generation and migration
  • Dedicated-server authority
  • Client synchronization behavior
  • Effective-setting inspection
  • Runtime access for mods and admin tools
  • Hosting-provider requirements
  • Console and logging support
  • Save migration and rollback considerations
This is not criticism of the sandbox feature itself. More customization is useful.

The concern is that a major server configuration change needs dedicated-server documentation, not just general release notes aimed at all players.

Please provide a dedicated-server release note before or alongside the 3.0 release so server owners can prepare properly instead of discovering critical behavior on live servers.
Grandpa AI strikes again! 😂
 
Oh. Would that be the reason why I wasn't getting any magazines in bookshelves, mail boxes, etc, with the 75% Magazine abundance setting from the Matinee preset?
Maybe. I was told abundance was doing too little, but in testing it was taking numbers below 1 and making them 1, so I was getting too much stuff. I changed it to do a random roll for the decimal part, so a 1.4 count would be 1 + a 40% chance for another 1, which would be accurate and what is done for the overall loot abundance.

I am playing 50% magazines and it seems rare, so something else could be broken or just bad rolls.
 
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