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:
- You get a durability bonus on placed blocks, making your base harder for zombies (and on PvP servers, other players) to break down.
- You can pick up workstations and electrical devices you've placed, rather than losing them if you want to relocate.
- Only you and anyone in your group can build within the claimed area.
- It suppresses some open-world zombie spawns inside the claim, though it does not stop horde-night spawns or sleeper zombies already inside a POI.
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.
- Enter/exit debug mode — type
dm (short for debugmenu) to toggle it on or off. Once it's on, the actual cheats are hotkeys, not commands: G toggles God Mode, H toggles Fly/noclip, and F6 opens an Entity Spawn Menu (spawn zombies, animals, or vehicles directly).
- Enter/exit the Creative Menu — type
cm (short for creativemenu) to toggle it, then press U to actually open the item-spawning UI once it's active.
- Change the time —
settime day or settime night jumps straight to one or the other; settime <day> <hour> <minute> sets an exact point (e.g. settime 7 08 00 to force it to 8 AM on day 7 — handy for testing a horde night without waiting for it). gettime shows the current time without changing anything.
- giveself <item> [quality] spawns an item at your feet — quality runs 1–6.
giveselfxp <amount> adds XP directly.
saveworld forces an immediate manual save — good practice before trying anything risky, like a big spawn command or a settime jump.
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
- Persistent servers keep your base, skill points, and stashed loot intact whether or not anyone else is online — there's no need to rush a session to "finish" anything.
- Coordinate specializations rather than everyone building the same character — see Perks & Attributes for role ideas (melee tank, ranged/stealth, crafting/turret support, vehicle specialist), or use the Group Planner to generate a role-diverse party automatically.
- Loud activity (forges running, gunfire, power tools) generates "Heat" that increases Screamer spawn odds — spread out noisy activity across the group rather than everyone running forges at once near a shared base.
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
- Craft From Containers — pull crafting materials straight from nearby storage instead of hauling everything to one chest first. Widely called out as one of the single biggest time-savers available.
- Bigger Backpack — adds extra inventory slots (common variants: 60 or 96 slot). If we ever add this, everyone on the server needs to run the same slot count, or inventories won't sync right.
- Lockable Inventory Slots — pins specific hotbar items so a "sort everything" pass doesn't scoop up gear you meant to keep equipped.
- Increased Stack Sizes — fewer trips back to storage, less forge babysitting.
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
- IZY Gun Pack — a well-known community weapon pack adding extra firearms compatible with existing ammo types.
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
- Urban Decay — adds environmental detail (road grime, graffiti, cables, overgrowth) for a more lived-in world. Explicitly updated for V3.0 as of this research.
- Advanced RWG control — deeper control over world generation (custom biome layouts, more traders, tailored POI distribution) if we ever reroll the map. Built specifically for the V3 line.
- A newer suite of performance/bug-fix modlets aimed specifically at post-3.0 stability surfaced shortly after V3.0 shipped — promising, but genuinely fresh. If we're curious about something like it, test on a throwaway world first, never straight on the live server.
UI
- SMX (by Sirillion) — the long-standing, well-regarded UI/HUD overhaul. Actively maintained by its author as of this year, though still tagged for the 2.x line rather than a confirmed V3.0 release — worth a direct check on its own page before we'd add it.
Currently running on our server
Reserved — not yet decided. Add the actual list here once we lock in what we're running.