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Multiplayer & Servers

Land claims, loot rules, and how a shared world actually works

Land Claim Blocks (LCBs)

An LCB protects a radius around your base (41×41 by default, adjustable per-server) from bedrock to sky. Inside your claim:

Note: A claim's protection depends on someone else not destroying your keystone block — protect it as carefully as you'd protect the base itself, especially on a PvP-enabled server.

What our server's config actually controls

Since V3.0, most of the "how hard is this world" settings live in one bundled SandboxCode rather than individual toggles — difficulty, blood moon frequency/size, loot abundance, and XP rate are all part of it. If something about the world feels different than you expect (loot amount, zombie aggression, blood moon timing), it's worth asking what preset or custom SandboxCode the server is running rather than assuming a classic default. Since V3.1, enemy and animal Density and Respawn are each split into separate day and night values rather than one combined setting — if the server's SandboxCode predates that update, it may have loaded with different values than originally intended without anyone noticing. Worth a re-check if zombie activity feels off from what the preset name suggests.

Dev/debug mode and useful console commands

Press F1 to open the console. In single-player you're automatically the host, so everything below works immediately. On our dedicated server, you need admin permission first — either an admin adds you via admin add [name] 0, or ask in the server's control panel directly. Commands are case-sensitive.

Two real gotchas worth knowing: settime 0 can crash the game — use 1 or higher if you're setting an exact time. And on a live, populated server, changing time repeatedly can throw off horde timers and other scheduled events — treat settime as a testing/single-player tool, not something to use routinely with other people online.

Playing well with others

Mods

This moves fast — verify before you install. V3.0 reworked a lot of the game's internal structure (the UI system, XML formats, how sandbox settings are stored), which broke compatibility for a lot of long-running mods overnight. Some heavyweight favorites — Darkness Falls and Undead Legacy among them — don't run on V3.0 at all as of this writing; playing them means rolling your own game version back to an older branch, not just installing a mod on top of what we're running. Always check a mod's own page for its current supported version before adding it.

Community-recommended mods (verify compatibility first)

Community favorites as of V3.0, organized by what they do. This isn't an install list — cross-check each one's own page for current version support before adding it to our server.

Quality of life

Overhauls (total conversions)

These change far more than the QoL mods above — new progression, new zombies, sometimes a near-total rebuild of crafting and combat. War3zuk AIO and The Wasteland are the ones the community currently points to as actually running on the modern 2.6/3.0/3.1 line today, rather than requiring an older game version. If we ever want a full overhaul rather than a vanilla-plus-modlets setup, those two are the honest starting point — not Darkness Falls or Undead Legacy, however often those names come up, since neither currently supports V3.0.

Combat & weapons

Weapon and combat mods tend to be the most sensitive to game-version changes (they hook directly into the same systems V3.0 reworked), so this is a category worth double-checking especially carefully before installing.

World, environment & performance

UI

Currently running on our server

Reserved — not yet decided. Add the actual list here once we lock in what we're running.