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3.25.7.0 Update Notes

[p]Behind the scenes, this update is mostly features for two upcoming maps from the original curated map program, but still packs a variety of nice quality-of-life improvements:[/p][p][/p]
Scope Equality
[p]Players with different scope quality settings are now on a more level playing field:
The Dual-Render Scope Quality setting (previously labeled Scope Quality) renders the world a second time, zoomed-in for your scope. Prior to this update, turning it off replaced the 3D scope with a 2D overlay. Some players used this as a competitive advantage because it wasn't affected by jumping, movement, near-death shake, etc.[/p][p]After the update, turning the option off is much more visually similar, and keeps the performance benefit of not rendering the world twice. The gameplay tradeoff is now that dual-render off can see more up close in the peripheral (but blurred), whereas dual-render on retains peripheral vision of nearby surroundings. As an extra bonus, the scope now benefits from ambient occlusion, too![/p][h2]Restoring Pre-Update Scoped Gameplay[/h2][p]Edit 2025-07-08: the 3.25.7.2 patch adds the Use 2D Scope Overlay gameplay option to restore the dual-render off scope for all players on the server.[/p][p]We've introduced several new gameplay options for players and server hosts looking for fast-paced combat:[/p]
  • [p]Viewmodel Aiming Jump/Land Multiplier: Scales how much the first-person scope moves while aiming and jumping/landing. Reducing this to zero keeps the character's aim centered while falling.[/p]
  • [p]Viewmodel Aiming Misalignment Multiplier: Scales how much the first-person scope moves at all times, including while jumping/landing. Reducing this from 1 to a low value like 0.1 enables characters aim to always stay on target.[/p]
  • [p]First-Person Recoil Multiplier and First-Person Aiming Recoil Multiplier: Scales magnitude of recoil and spread while in first-person perspective.[/p]
  • [p]First-Person Aiming Zoom Recoil Reduction: At zero (default) recoil is unaffected. At one, recoil is divided by the scope's zoom level. A value somewhere in between makes shooting with scopes much easier.[/p]
[p]Special thanks to everyone who shared feedback on this change during the preview phase—it was some of the highest engagement with the preview branch we've seen to date![/p]
Crafting with the Housing Planner
[p]Quickly craft any structural item while building your base! Each button shows the number in your inventory plus the number automatically craftable from supplies in your inventory:[/p][p]The Housing Planner (craftable from a GPS and Rangefinder) was first introduced to streamline base-building by quickly switching between items and speeding up salvaging. This update takes it a step further, thanks to the recent improvements to the crafting-related code, enabling it to automatically craft any structural item from the parts in your inventory. This includes automatically unpacking stacked supplies, crafting metal structures directly from scrap metal, and bypassing workstation requirements.[/p]
Forum Closure
[p]After 8 years online, we'll be closing our official offsite SDG Forum later this year. Our sincere thanks to everyone who's participated in it over the years, from game feedback to helping each other to chaotic meta-discussion![/p][p]The forum will be read-only mode by July 30th, before fully closing on November 1st.[/p][p]Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:[/p]
Changelog
[p]Gameplay[/p]
  • [p]Housing Planner can automatically craft structure items.[/p]
  • [p]Destroying or salvaging placed item stacks recovers the item stack.[/p]
  • [p]Hotbar shows equipped item's durability / quality.[/p]
[p]Graphics[/p]
  • [p]Replaced 2D scope overlay (when dual-render scope quality is OFF) with post-process effect copying main view into scope material.[/p]
  • [p]Added an option to prevent loading small clutter details. Note: requires per-map support by level creators.[/p]
  • [p]Water planar reflections use main camera's LOD settings. This reduces discrepancies between reflections and what's visible, but may decrease performance when planar reflections are enabled.[/p]
  • [p]Added "-Cinematic" command-line flag to turn off all level-of-detail features. (With an intense performance cost. Useful primarily for level promotional screenshots.[/p]
[p]Multiplayer Improvements[/p]
  • [p]Added server info screen and pause menu buttons to copy server code. Your friends can use this code in the Join Directly menu.[/p]
  • [p]While playing multiplayer, an "Invite Friends" button is available from the pause menu. This opens a Steam Overlay dialog to invite an online friend to your current server.[/p]
  • [p]Added support for server codes in rich presence join functionality. (E.g., joining LAN servers through Steam friends list.)[/p]
  • [p]Combined barricade and structure instantiation queues to prevent seeing into loading bases.[/p]
[p]Crafting Menu[/p]
  • [p]Blueprint details panel shows primary item's stats and extended description.[/p]
  • [p]Crafting tooltip mentions blueprint is ignored in reasons it cannot be crafted.[/p]
[p]Anti-Cheat[/p]
  • [p]Reduced available information about distant players. This makes ESP and radar cheats less useful.[/p]
  • [p]Significantly tightened server hit validation threshold, making the line-of-sight tests more effective.[/p]
[p]Server Config[/p]
  • [p]Added FirstPerson_RecoilMultiplier and FirstPerson_AimingRecoilMultiplier, similar to their third-person equivalents.[/p]
  • [p]Added FirstPerson_AimingZoomRecoilReduction to restore (quite old now) sniper recoil behavior.[/p]
  • [p]Added Viewmodel_AimingMisalignmentMultiplier and Viewmodel_AimingJumpLandMultiplier for reducing sway while jumping around scoped-in.[/p]
  • [p]Added Disable_Motion_Sickness_Options (more detail under Accessibility section).[/p]
[p]Accessibility[/p]
  • [p]Added First-Person Arms Bobbing slider for players experiencing motion sickness to reduce viewmodel sway while walking and turning.[/p]
  • [p]Added Disable Motion Sickness Options config for server hosts running realistic PvP combat to disable the First-Person Arms Bobbing, Explosion Camera Shake, and Damage Flinch options. A warning is shown on the server info screen if this option is active. Since these options affect game balance the intention is to improve support for servers negatively affected by their addition, while keeping most of the game more accessible by default.[/p]
[p]Level Creation[/p]
  • [p]Added road assets for sharing road textures between levels, and some new options like per-road physics material overrides.[/p]
  • [p]Added a tab in the roads editor to switch between per-level road textures and assets list.[/p]
  • [p]Added support for blending smoothly between ambiance volumes and per-volume falloff.[/p]
  • [p]Added "/DrawAudioReverbZones" command to visualize non-volume reverb zone falloff.[/p]
  • [p]Support placing decorative trees outside the max level bounds.[/p]
  • [p]Increased spawns editor contrast behind rarity-colored entries.[/p]
  • [p]Removed kill volumes from vanilla bunkers to make them more flexible for level designers.[/p]
[p]New Properties (Modding)[/p]
  • [p]Airdrop reward type for NPCs to call in an airdrop.[/p]
  • [p]Sentry properties to prevent targeting players, zombies, animals, and vehicles.[/p]
  • [p]Tactical attachment properties to override bayonet damage.[/p]
  • [p]Sight attachment properties to override aiming alignment space.[/p]
  • [p]Placeable item properties to override amount of items recovered when salvaged.[/p]
  • [p]Item properties for effects and NPC rewards when item reaches zero quality.[/p]
  • [p]Gun properties for significantly changing rechambering behavior.[/p]
  • [p]Gun property to scale zombie ragdoll force.[/p]
  • [p]Consumeable item property to turn off pitch randomization.[/p]
  • [p]Vehicle properties for more bumper damage control.[/p]
  • [p]Support hybrid rangefinder-laser tactical attachments.[/p]
[p]New Components (Modding)[/p]
  • [p]Airdrop Spawner component to call in an airdrop.[/p]
  • [p]Barricade Spawner, Item Spawner, and Vehicle Spawner components.[/p]
  • [p]Repeat component to replay an event multiple times.[/p]
  • [p]Music Audio Source component to mark audio sources as music.[/p]
  • [p]Barricade Destroyer component to clear barricades inside a sphere[/p]
[p]Plugin Development[/p]
  • [p]Added "-ModulesPath" command-line flag to override Modules directory.[/p]
  • [p]Enabled running "/LogMemoryUsage" locally to copy results to clipboard.[/p]
[p]Fixes[/p]
  • [p]Arrows, Missile, Rail, and Rocket not removed at zero amount. (Thanks Dobs!)[/p]
  • [p]Round farm growth percentage down rather than to closest integer. (Thanks PandahutMushy!)[/p]
  • [p]Default DeleteAmount behavior changed by search rewrite. (Thanks Dobs!)[/p]
  • [p]Potential cause of favorite blueprints button disappearing. (Thanks u/Dandelion07!)[/p]
  • [p]Server not registering end of melee swing. (Thanks prank0079!)[/p]
  • [p]Non-physical wheel rotation broken by previous update. (Thanks Kopfstroh!)[/p]
  • [p]Primary/secondary slot visual not cleared when item breaks. (Thanks JienSultan!)[/p]
  • [p]Editing deleted level. (Thanks Jdance!)[/p]
  • [p]Inconsistency between uGUI and IMGUI drawing debug text while HUD is hidden. (Thanks RBMKBlaze!)[/p]
  • [p]Blueprint primary item details not hidden when primary item indeterminate. (Thanks biedaktokox!)[/p]
  • [p]Barricades/structures in a broken state in singleplayer when moved with admin editor. (Thanks Molt!)[/p]
  • [p]Vending Machine hat misaligned mythical effects. (Thanks 桐生一航!)[/p]
  • [p]Keep nearby foliage loaded regardless of frustum checks. (Thanks DiFFoZ!)[/p]
  • [p]Missing mipmaps on scope render texture. (Thanks BoomViz!)[/p]
  • [p]Protect against menu accidentally becoming empty during special events. (oops)[/p]
  • [p]Reworked airdrop replication to exclude contents and landing position.[/p]
  • [p]Increased terrain fallback quality to reduce pop-in.[/p]
  • [p]Russia train tracks gravel was the wrong color.[/p]
  • [p]Support // comments in Commands.dat.[/p]
[p]Special thanks to Bananajoemcrandom, biedaktokox, BoomViz, CPL, KarmaWSYD, semtexexplosive, setaou, surv0013, and VTM for their help resolving a variety issues while this update was on the preview branch![/p][p][/p][h2]Patch #1 Changelog[/h2][p]Changes[/p]
  • [p]Added Darken Scope Peripheral graphics option underneath Dual-Render Scope Quality. When Dual-Render Scope Quality is Off, this option fades the area outside the scope to black instead of blurring it.[/p]
  • [p]Temporarily reverted player culling change until a bug related to teleporting is fixed. (Thanks WawaEgo!)[/p]
  • [p]Fixed an exception when placeable's item dropped on destroy isn't an item. (Thanks KtoemYsw!)[/p]

Community Blog #039

Hawaii bug fixes inbound, and some community-made content.

[h2]Animation: The Klendathu Drop[/h2]
[previewyoutube][/previewyoutube]
Drop onto Klendathu and “do your part”, in this Starship Troopers parody by Nicklies니케.

[h2]Mod: Piggy Bank[/h2]

View the “Piggy Bank” mod on the Steam Workshop.

Storing your hard-earned experience is handy, but Libraries might not fit your base’s aesthetic. Fortunately, mods like mew’s Piggy Bank offer a fun alternative for keeping your experience safe.

[h2]Upcoming Hawaii Bug Fixes[/h2]
Hawaii is special to many longtime players, who may remember this map as the game’s very first curated map.


Although this map is no longer maintained by the original developers, we’re happy to announce that it’ll be receiving a slew of bug fixes later this year.

In the screenshot above, you may notice some differences from the current version of Hawaii. Aside from bug fixes, we’ve made a few other minor tweaks – such as updated vehicle physics for several Hawaii-specific vehicles like the Hovercraft and Legareno, and revised foliage colors.

You may also notice a couple new items hidden in the image, which will be available as part of a future vanilla content update.

[h2]Screenshot Showcase[/h2]
Screenshot by ۞ // Ilonus.

Screenshot by В.В.Селедка.

Screenshot by EPG_U.

[h2]Q&A[/h2]
Q. Can DLSS support be added so high-end graphics cards can get more FPS?
Unfortunately, DLSS is unlikely to be supportable for a while. Some major changes would be necessary – such as using the “HD Render Pipeline” available in newer versions of Unity. It’s more likely that it would be supported if/when: (1) Unity consolidates the built-in “render pipelines”, (2) NVIDIA supports that renderer, and (3) Unturned is also able to update to it.

Q. Can you make bayonet damage customizable for mods?
This is actually possible as of the next game update! (Currently on the preview branch, and most likely releasing this week.)

Q. Can support for spawning a barricade that contains items from a spawn table be added?
No ETA for something like that, but this would definitely be a useful feature, especially if extended to level objects as well.

[h2]Send Us Your Questions![/h2]
Thanks for reading!

We regularly respond to questions posted on our Forum, Discord, Steam Discussions page, or the r/Unturned subreddit! You can also message us via email, Bluesky, or 𝕏 (Twitter).

Community Blog #038

Community creations take the spotlight — from underground bunkers to Minecraft — and then a peek at anti-cheat.

[h2]Mod: Composite Structures: Subterranean[/h2]
Composite Structures: Subterranean, by VandaltheMenance.

Composite Structures: Subterranean is a new mod by VandaltheMenace, allowing players to build their own underground bunkers. Connect different rooms together as you form your own network of tunnels, and see a map of the bunker from your Command Room!

See what the mod author had to say, below:

I’ve been making mods for Unturned for about 4 years, but my first mod that was truly my own was Composite Structures. I am very proud of it. Instead of Composite Structures simply adding the same old structures with a fresh coat of paint, I added my own shapes. People really seemed to like it. It also ended up being featured in a blog. At the beginning of this year I started working on Composite Structures: Subterranean.

Then MapMania happened and it got put to the side for a couple months. After MapMania concluded, I got around to finishing this mod. People seem to like this mod too.

Anyways, keep an eye out for updates to “Composite Structures: Subterranean” and “Composite Structures.” Composite Structures had its one year anniversary recently and I have an update planned for it using the new crafting stations.

Undergrown is also still being developed and will feature things just as unique and cool as these bunkers. I also plan on making a video sharing how the Unity for this mod works, so others can build on it.

—VandaltheMenace
View "Composite Structures" on the Steam Workshop

View "Undergrown" on the Steam Workshop

[h2]r/Unturned: Unturned Guns in Minecraft![/h2]
First shared on r/Unturned, RyanAnayaMc has created an addon that adds Unturned weapons to Minecraft!

View "Unturned Guns in Minecraft!" on r/Unturned

[previewyoutube][/previewyoutube]
Unturned Guns Pack is an addon for another mod – Vic’s Point Blank. It features all of the guns from the vanilla Unturned experience, many attachments, and much more! As of their latest update, the addon supports versions 1.20.1 and 1.21.1.

[h2]r/Unturned: GTA 4 Style Loading[/h2]

Also from r/Unturned, is a mock-up of loading screens styled around GTA IV – by Hussain_144!

View "GTA 4 Style Loading" on r/Unturned

[h2]Anti-Cheat[/h2]
We’re often asked about the anti-cheat measures employed by Unturned, to help keep the game secure and fair from cheaters. It’s not often we discuss anti-cheat, but we’d like to share a little bit from behind the scenes.

Unturned uses BattlEye alongside Valve Anti-Cheat (VAC) as proactive anti-cheat measures. We also regularly assess and fix vulnerabilities when refactoring older code, and have a few built-in measures to mitigate cheating. Such as, detecting when a player is attempting to bypass HWID bans on servers.


To start off 2025, there have been 11,196 accounts banned through BattlEye during these first few months so far. You can see a small spike in January, which coincides with more people playing over the holidays.

Ultimately, securing the game from cheaters is a game of cat-and-mouse. While we crack down on exploits, cheat developers try to find new ones. We regularly keep an eye on player discussions, in order to better fix new vulnerabilities and share information with BattlEye.

[h2]Artwork Showcase[/h2]
Screenshot by HarmlessEppo.

Electromagnetic sniper rifle by 作死一哥.

Screenshot by 寥若晨星.

[h2]Q&A[/h2]
Q. Can I favorite crafting recipes?
Yes! You can use a recipe’s crafting details menu to change its visibility from “Default” to “Ignored” or “Favorited”.

Q. How to remove solid boxes covering map in level editor?
When editing a map (particularly, preexisting maps) – you may see “volumes” in the level editor. These volumes, including their visibility, can be tweaked from the Volumes tab.

Q. How do sentries work?
Gun code is duplicated between sentries and actual guns, so sentries may (unintentionally) sometimes work differently than may expect. There’s also some intentional differences. For example, sentries only have a chance to actually consume ammo, and have limited targeting range.

[h2]Send Us Your Questions![/h2]
Thanks for reading!

We regularly respond to questions posted on our Forum, Discord, Steam Discussions page, or the r/Unturned subreddit! You can also message us via email, Bluesky, or 𝕏 (Twitter).

3.25.6.0 Update Notes

Summary


Thank you to everyone who shared feedback on workstations and the new crafting menu so far! This update aims to address many of the suggestions and feedback we have received.



By very popular request: you can now enable Click Blueprint to Craft to always skip the details panel. This inverts the Skip Crafting Menu (Shift) hotkey to instead show the details panel.

Filtering should better match expectations (hopefully!), and the button for ignoring blueprints can cycle to a Favorited state for anything you use frequently.

Please continue to let us know what you'd like to see improved!

Changelog


Crafting Menu Functionality
  • Added "Click to Craft Blueprint" option, similar to old crafting menu behavior.
  • Added per-blueprint Favoriting option in the crafting menu details panel. Click the button below "Craft" to cycle between Default, Ignored (hide from blueprints list), and Favorited (starred, visible in favorites list).
Crafting Menu Appearance
  • Restored faded background for non-craftable blueprints.
  • Blueprints always show # of # text even if required amount is available.
  • Item tooltips in details panel show item type and description.
  • Blueprint tooltip shows which category it belongs to.
Crafting Menu Filtering
  • Searching by name clears other filters by defauflt. Hold shift to combine with other filters.
  • Clicking an active filter toggles it off.
  • Filtering tooltips now mention you can hold shift to combine filters.
  • Multiple category filters can be activated at the same time.
  • Reverted category filters to exclude blueprints with all input items missing.
  • Click "Favorites" to see starred blueprints regardless of whether you have the required items.
Workstations
  • Added line-of-sight requirement to use workstations.
  • Reduced nearby workstations radius from 16 meters to 8 meters.
Fixed
  • Crafting menu empty when opening side panel for blueprint missing an output item. [Thanks QERT2002!]
  • Vanilla /quest command only working with GUIDs. [Thanks Rio Team!]
  • Error crafting blueprint with missing output item. [Thanks Mark15612!]
  • Blueprint amount labels showing behind some item icons. [Thanks biedaktokox!]
  • Blueprint input item amount >255 not properly supported. [Thanks Blaze!]
  • Crafting menu empty when blueprint had no category tag. [Thanks Blaze!]
  • Default value for Add_Default_Actions broken. [Thanks Dizzpie!]
  • Maybe fix small gap between water surface and fog on huge maps. [Thanks BoomViz!]
  • Warn for identical blueprint input item configs.
  • NPC rewards list not actually using the newer format.
  • Renamed Context Action Skip Crafting Menu to Skip Crafting Menu.

Workstations Update - 3.25.5.0 Update Notes


This update introduces workstations! Workstations are a major change to crafting and progression.

In order to craft most items, you will need to be near a workstation. Many recipes have been updated to require a workstation, although we've also tweaked a few recipes to be slightly more (or less) difficult to craft – requiring a certain skill or needing different ingredients than before.

Workstations

We've made most of these changes based on survey and preview branch feedback. As this update releases, we're curious to hear your thoughts so that we can make further adjustments. For any players who don't want workstations: you can easily disable them with the “Enable Workstation Requirements” difficulty setting.

EDIT: Along with disabling Workstation requirements, players also have the option to skip the new "Details" menu with Left Shift by default. Additionally, mods can continue to add custom items without needing to tie them to a workstation.

You can still craft lots of items without workstations! For example: Rags, Bandages, Splints, Bedrolls, Spikes, Fertilizer, the Saw, and wooden structures can be crafted anywhere.

To get started, build a Simple Workbench from wooden planks, scrap metal, and nails.

Screenshot Contest 2025

The results are in! This update adds many of your amazing screenshots as in-game loading screens, and you can expect more to show up in other places in the future.

Thank you to everyone who joined in! We got 1,754 submissions from 316 brave photographers. If you didn't win, don't worry: we'd like to give more chances to win screenshot contests in the future, using what we've learned to improve and simplify the process.

The winners names, sorted alphabetically: AidenGamingUk, Alesprite, Alder "cookiez" Daniel, analizin, AtlasPrime, Avertnus, Bananajome, BoomViz, BuLLeTCaTTe, Choose.357, Christiansen, Cogtail, cucuycharles, Dizzpie, Doodlebug54, Dyna, esuehu, ExtremeAnanas, Fish, Freddyhun, Go ahead :}, gonbom, Hungary360, IamHonk, InZane, ItsMeJake :), Jarvis D, JB Miller, JienSultan, John "Rea", John "SoullessMemes", Johny2Jackets, Kitsune, Konstaabel, Konstantin_Beankari, Le Arctic Fox, LinceDuty, MaplesBeef, Mariatheone, MatuZalon, Milloni_611, Mr Strootle, Mythzone, NoNameiqz, NyaNyaPatricia, Phobia, posshim, Reimzon, SaucyHooligan, SebaaX, sieo, Silver, SIMON6021, Slacks, Supreme, That One Beach Guy, TomatoChunks, Toste, TSB, VeeT, Vird, Wath, ZioZip23, Zyliath, z.btw, {WC}PistolPete, ..!BLACK N WHITE SPY!..

Q. Which screenshots will be featured as loading screens (and/or elsewhere)?
We are prioritizing high-resolution screenshots. For loading screens, we chose peaceful environments; and for our website will mostly use action-packed shots.

Q. When will the winners get their prizes?
They should be received within 24 hours. If you don’t receive your prize, please contact us through our Support Site.

Steam requires that the game be launched within the past 30 days for the developer to be able to add items to a player's inventory. Your prizes may be delayed if your account hasn’t launched Unturned in the past 30 days.

Q. What if I didn’t win?
We’re sorry if you’re disappointed! We’d like to provide more opportunities to win a screenshot contest in the future. We've learned a lot running this contest and hope to improve and simplify the process.

EULA


When discussing open sourcing and the new curated map program with our lawyers, they advised us to also introduce an End User License Agreement (EULA). As such, this update adds a EULA to Unturned on Steam.

We want to keep it as fair and reasonable as possible—and we believe the current revision closely matches the status quo and how players already interact with the game. Things like creating Steam Workshop mods, server plugins, fan-made animations, and other non-malicious content will always be allowed.

View the End User License Agreement

Q. Can you summarize the EULA?
We asked about this! Although a Quick Summary can't be included inside the legally binding portion of the agreement, the first paragraph explains where it can be found and how it relates to the agreement.

Q. Does this affect modding or other community projects?
Primarily as a legal protection against cheating/hacking, this agreement includes language against decompiling or reverse-engineering the game.

Though we are aware of players who've publicly datamined our game for positive reasons, such as for modding or documentation. We don't want to stifle those useful resources for players. We've reached out several community projects with our explicit support and permission for them to continue. If you've decompiled our game and shared our code publicly, please email us.

Changelog


New Items
  • Simple Workbench [ID: 1916]
  • Dye Vat [ID: 1917]
  • Desk Lamp [ID: 1918]
  • Brick Oven [ID: 1919]
  • Chemistry Lab [ID: 1920]
  • Food Prep Station [ID: 1921]
  • Spinning Wheel [ID: 1922]
Crafting Balance
  • Most items are craftable from a Simple Workbench. (Some basic items—like Rags, Splints, and Wooden Structures—are still craftable from anywhere.)
  • Most items are repairable from a Simple Workbench. (With some exceptions—such as bows, arrows, and drinks/canteens.)
  • Buffed durability of suppressors, most guns, and most melee weapons across the board, to compensate for them now needing a workstation to be repaired.
  • High-end medicine (vaccines, dressings, etc.) and explosive items (charges, grenades, etc.) can be crafted at a Chemistry Lab.
  • Certain items can be recolored at a Dye Vat.
  • In addition to previously recolorable items, dye recipes now exist for: Parka, T-Shirt, Shirt, Trunks, Toque, Cap, Bandana, Balaclava, Poncho, Scarf, Sweatervest, Daypack, Dufflebag, Travelpack, and Umbrella.
  • Morphine, Adrenaline, and Medkits are now craftable.
  • Straw Hats are now craftable, repairable, and salvageable with/for Wheat.
  • Impact-Absorbing Pants have an alternative crafting recipe, using Thief Pants.
  • Sportshot is cheaper to repair but salvages for less.
  • Adjusted the Engineering skill level required for various guns.
  • Brick Structures now require Crafting II skill.
  • Vaccines now require Crafting III skill.
  • Pies, Cakes, Doughnuts, Waffles, Pancakes, Cheese, and Bread require an Enclosed Heat Source.
  • Split Coconut has two recipes available – one requires Overskill Level 1 skill, the other requires Kitchen Capabilities (Food Prep Station).
  • Crafting and repairing clothing requires Sewing Capabilities (Spinning Wheel).
General Balance
  • Increased most vanilla storage container sizes by 20-30%.
  • Reduced Lederhosen storage sizes to better match similar items
  • Buff Spring-Loaded Boots storage from 3x2 to 4x2 and provide a slight amount of armor (0.975 multiplier) to encourage more use.
  • Tracksuit Bottom and Cargo Pants rarity changed from Common to Uncommon (similar to other 15+ slot pants) - only visual change, spawn chances are the same.
  • Morphine restores more health.
  • Adjusted damage values on Pike, Shovel, Scythe, and Snow Shovel.
  • Updated several item names and descriptions. Of particular note, Oven is now Electric Stove.
Performance
  • Improved performance drawing sparse variants of instanced foliage.
  • Improved vehicle update performance, particularly for wheeled vehicles.
  • Improved skybox reflection capture performance.
  • Improved physics material custom properties performance (e.g., for footstep audio).
  • Reduced overhead of many of the variable-length network RPCs.
  • Replaced legacy blur effect with newer built-in depth of field.
Quality of Life
  • Certain error messages show a button to check for updates and repair game files.
  • Added accessibility option to tune down sprinting field-of-view boost.
  • Freecam now loads distance objects and trees, much better for recording or spectating!
  • Separated streamer mode into Anonymize Multiplayer Details and Hide Rich Presence options.
  • Tutorial briefly explains how workstations work.
Crafting Menus
  • Blueprints are sorted from most to least craftable. Previously, they were sorted fully craftable and then a mix of everything else.
  • Blueprints using "state transfer" preview the applied changes to the output item.
  • Mods can create custom categories for filtering their blueprints. The new Salvage category is an example of this.
  • The crafting menu lists all blueprints craftable with your current items. (Previously, it always applied a filter, which is now optional.)
  • Compressed crafting list entries to fit better on smaller screens.
  • Blueprints with quest-related conditions/rewards can display them in the new crafting details panel.
  • Ignoring blueprints was moved to the details panel. Ignored blueprints are now hidden from results, rather than unclickable.
  • Ignoring blueprints as a way to avoid accidentally crafting blindfolds is less necessary now that a hotkey is needed to skip opening the details panel.
  • Crafting menu tooltips explain why a blueprint is not currently craftable.
  • Dye recipes now only appear if you have the white base item. (Previously, they'd appear if you had a flare.)
  • Added new loading screen tips for workstations.
Difficulty Settings
  • Added Enable_Workstation_Requirements to Gameplay config. If turned off, only the previously-existing "Heat Source" requirement applies.
Modding
  • "/FreezeCameraTransform" command to preview regional visibility.
  • Effect asset OneShotAudio property for audio-only effects.
  • Asset error messages include which mod they're from.
  • Blueprints, item actions, and NPC conditions and rewards support newer dat list format.
  • Running the game with "-ParseAssetMetadata" and "-ResaveAssets" can automatically convert most blueprints to the newer format. This is our first experiment with automatically upgrading asset files.
  • Cobra_Jam example item is now guaranteed to lose quality each shot, so it's more consistent for modders experimenting with gun jamming. (Not relevant for most players.)
  • Custom recipes can require multiple tools, e.g., Blowtorch and Saw.
  • Custom recipes support all skills, e.g., Overkill.
  • Modders can create custom tags that should be provided by workstations or used to categorize their custom recipes.
  • Modders can easily reuse our vanilla tags/workstations for their own mods, or continue to let their items be crafted from anywhere.
Fixes
  • Chewing gum in wrong position for left-handed characters. [Thanks Zone!]
  • Poor handling of delayed Internet response in cosmetic crafting menu. [Thanks Praise The Lord!]
  • Rocket launcher projectiles with modded grenade components credit the shooter. [Thanks rube200!]
  • Maybe fix driver turret rotation in multiplayer. [Thanks mewshindo!]
  • Clothing icons taller than 2 slots overflowing inventory headers. [Thanks Dizzpie!]
  • Tall items' amount labels overlapping blueprint requirements in crafting list. [Thanks Feel and Ewad!]
  • Rodent Ears cosmetic hitbox in menus. [Thanks YourBuddyHolly!]
  • Corrected some non-HTTPS URLs to HTTPS.
  • Streamer Mode loading screen tip missing from tips list.
Special thanks to biedaktokox, DiFFoZ, Ewad, Feel, and sm1leeywashere for their help resolving a few issues while this update was on the preview branch!

Additionally, huge thanks to Dogfood for the excellent new workstation items, and to Molt for his extensive work on everything from screenshot review to hundreds of crafting changes!