PC V3.0 Sandbox Siege Sneak Peek

no...it is not obvious
My interpretation is that they don't know for sure what version will have bandits, so they're not sharing what version will have them. Bandits is probably their most complex addition among many planned. Since these other additions aren't dependent on bandits, they probably want to go ahead and get these other additions into the game while bandits get to the point they're ready for release.
 
Hi @faatal,
I'm pretty new to the game and I'm really enjoying it, I love it!

I'm currently playing it on console and alone, but I have a question about multiplayer.
Will there be any changes regarding loot in multiplayer in the future, because right now only one player gets the magazines and loot.

Greetings from Germany
No plans that I have heard about for per player loot. Sharing is the way.

Thanks!
 
Hello @faatal
Audio in 7 Days to Die is only in stereo so, you cannot hear if something is in front or behind you. Will there eventually be a setting for 5.1, 7.1 (and others) at some point?
I was able to change it in Unity to Mode 6, which is 7.1 for my headphone and it sounds really good.
I wonder if it was set to stereo because anything higher uses more CPU resources. I think it should be in Audio settings so that we can choose depending on our PC audio setup.

Thanks.
 
Tried a few more options related to what shows up on your HUD and was really enjoying the uncluttered play. It really made utilizing my map a lot more important. There are a lot of new simple toggle options that really impact the game in a big way. 3.0 is going to be a huge hit especially for console players who haven't been able to mod their game.
is there an updated list somewhere we can see the options added or planned to be added?
Post automatically merged:

No plans that I have heard about for per player loot. Sharing is the way.

Thanks!
problem with multiplayer is many containers destroy on loot, so next player coming by doesn't have the option to loot those destroyd.
add an option to not destroy loot containers after looted.
pc has mod to do this but console players don't.
 
Tried a few more options related to what shows up on your HUD and was really enjoying the uncluttered play. It really made utilizing my map a lot more important. There are a lot of new simple toggle options that really impact the game in a big way. 3.0 is going to be a huge hit especially for console players who haven't been able to mod their game.
That is all nice and dandy, but if bandits are not IN 3.0, and you only have the sandbox stuff, you can bet your ■■■■ that there'll be a real Blood Moon insurrection with players this time. :cautious:
 
@faatal
In the future, with the Gui adjust-ability. Is there a way to set the cells to be moveable.

What I mean is for example, I have readjusted, some of the indicators, that show up in
the center of the screen, to be offset. Mainly because they partially obstruct view when
aiming at night. They are bright set on a subdued back ground.

The other that I change position is the destination Icons. Because they show up extremely
close to the center.

If there is a way or property that I can add, that you know of , pleas let me know.
Thanks
 
@faatal
In the future, with the Gui adjust-ability. Is there a way to set the cells to be moveable.

What I mean is for example, I have readjusted, some of the indicators, that show up in
the center of the screen, to be offset. Mainly because they partially obstruct view when
aiming at night. They are bright set on a subdued back ground.

The other that I change position is the destination Icons. Because they show up extremely
close to the center.

If there is a way or property that I can add, that you know of , pleas let me know.
Thanks

For destination icons what I do is change the distance at which they appear on the screen. They show up on the compass, but I don't need the quest icon etc. in the middle of the screen for 5km. The last 100m is enough for me.

e.g.

<!-- <nav_object_class name="quest"> -->
<set xpath="/nav_object_classes/nav_object_class[@name='quest']/onscreen_settings/property[@name='max_distance']/@value">100</set>
 
My interpretation is that they don't know for sure what version will have bandits, so they're not sharing what version will have them. Bandits is probably their most complex addition among many planned. Since these other additions aren't dependent on bandits, they probably want to go ahead and get these other additions into the game while bandits get to the point they're ready for release.
I have resisted that idea, that they don't know, it puts them in the worst light.
if it is true...Joel should not have said, on Dec 30th, that they were going to put out an updated road map, and @faatal should not have said that they would tell us "in due time", what was happening with the new naming/numbering.
 
Since you added the "quotes" and UPPERCASE on some words I am sure you will now get an answer that will make you happy.
Joel told us on December 30th, that they would put out an updated road map...I didn't invent THAT.

just mute me if me asking pointed questions hurts your feelings THAT bad....other people have told you that is an option...but, you do you.
(personally, I find your snark, simple minded and amusing)
 
That is all nice and dandy, but if bandits are not IN 3.0, and you only have the sandbox stuff, you can bet your ■■■■ that there'll be a real Blood Moon insurrection with players this time. :cautious:
Sooo nice and sooooooo dandy.

3.0 Sandbox Update is amazing. Less than 20% of the community uses mods and now all of a sudden everyone will have access to powerful options that feel like you’ve modded your game.

But yeah, we’ll for sure have lots of people typing in caps if bandits aren’t in it regardless of any explanation TFP makes or new roadmap they show.
 
@seven
Thank you; that should be enough for me. Up to now every, alpha I have been rearranging
the gui, moving closer to a right hand view, or disabling the obvious, or obstructive, and just
using the compass. Except for quest, and trader, for those I only use distance to target, makes
it a hunt for me.
 
For some additional options (if they're applicable to the sandbox system's limitations) I personally would like, that I've come up with in recent days. Unless some have already been suggested, though, it takes more time than I've got right now to check- it's a bunch, don't sue me

Something to scale feral/charged/infernal/radiated rates, maybe a % of spawns (in and out of POIs)
'Specials' outside of their native biomes (Rancher, Chuck, etc) or not at all
Zombie ranged attack cooldown adjustment (vomit, rock, bees, pusplosions) including down to disabled
Is there already something that affects how "healed" you are after respawning? If not, then something to discourage death as a cure-all
All searchable vehicles unlocked>locked>alarmed
Traders close at night>open any non-blood moon night>open during blood moons
Trader restock frequency
Trader inventory abundance, for how much they have in stock
Inflation (to scale cost of trader items)
Player vehicle durability, super-fragile to impervious
Lootbag frequency
Animal prevalence, animal aggressiveness (death by rabbit, c'mon, make it happen)
 
Sooo nice and sooooooo dandy.

3.0 Sandbox Update is amazing. Less than 20% of the community uses mods and now all of a sudden everyone will have access to powerful options that feel like you’ve modded your game.

But yeah, we’ll for sure have lots of people typing in caps if bandits aren’t in it regardless of any explanation TFP makes or new roadmap they show.
It would be nice to have bandits sooner but personally with the direction things have taken for last few years especially, giving the players more choices for how they customise their game or like turn off/on that may have been changed beforehand takes the cake over bandits for me but maybe I'm just biased.

The stats on all items like cooking pots definitely has me intrigued as well, should be exciting to get them little stat boosts here and there.
 
Joel told us on December 30th, that they would put out an updated road map...I didn't invent THAT.

just mute me if me asking pointed questions hurts your feelings THAT bad....other people have told you that is an option...but, you do you.
(personally, I find your snark, simple minded and amusing)
I'm posting the link in case anyone wants to read Joel's reply from Dec. 30, 2025: https://community.thefunpimps.com/threads/they-are-bring-a-hybrid-lbd.46175/post-624926

And thanks for mentioning it as I missed that reply from Madmole.
 
Sooo nice and sooooooo dandy.

3.0 Sandbox Update is amazing. Less than 20% of the community uses mods and now all of a sudden everyone will have access to powerful options that feel like you’ve modded your game.

But yeah, we’ll for sure have lots of people typing in caps if bandits aren’t in it regardless of any explanation TFP makes or new roadmap they show.
You are acting like they have already done those things...they haven't. they'd have to make an explanation FIRST. You know, take the time to write something out deliberately, not just answering someone's post on a forum where it will be missed. They'd have actually follow thru with RELEASING the updated road map.
Far as "we" know, 3.0 is going to be the sandbox, with no clue when/where the old 3.0 Bandits now falls in the non existent updated road map.

Where'd you get the only 20% of the community uses mods number from? just curious. the majority of PC users I have talked to use mods, but, that's just anecdotal info.
 
Just include these and say Bandits have been added, and be done!
 

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