Unturned-Servers.net Blog Feed en https://unturned-servers.net/ Fri, 24 Mar 2023 21:09 CET Unturned-Servers.net is a Unturned servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Update Notes https://unturned-servers.net/blog/391/32340-update-notes/ https://unturned-servers.net/blog/391/32340-update-notes/ Fri, 24 Mar 2023 21:09 CET Changelog:
  • Gameplay config for third-person recoil and spread multipliers.
  • Holding primary/secondary input will start item action as soon as possible.
  • Allow bulk-reassigning material index/palette in editor.
  • Ambient audio never playing if audio channel limit was reached during load.
  • Exception when loading culling volumes on dedicated server.
  • Garbage generated on server when filtering relevant connections for RPCs.
  • Placeholder partial fix for spamming shoot inputs, however rate of fire is still lower than full auto.
  • Item drops falling through narrow gaps when using raycast rather than spherecast. [Thanks Ghosticollis!]
  • Vertical alignment of Masterkey when aiming. [Thanks MediumPlayer!]
  • Remove warning for objects with legacy ID now that it is unused. [Thanks LocoCZ!]
  • Valentines quest condition was applied to wrong secret admirer note dialogue. [Thanks GG_Gabr!]
  • Miscellaneous Washington visual fixes. [Thanks AdamDN and Firecynical!]
  • Missing distance check for barricade/structure salvage. [Thanks Ghosticollis!]
  • Zombie detection radius while prone was too low for the newer collision. [Thanks JimmyDeluxe0 and Ms.Yawhaw!]
Third-Person Recoil and Spread Configurable:

When the third-person recoil and spread debuffs were added there was a lot of debate about making them configurable versus keeping the game experience more consistent between servers. The configurability argument is that the game should be as moddable as possible to encourage creativity and enable players to do whatever they find most fun, whereas the consistency argument is that it is confusing and disorienting to run into wildly different movement, gunplay, difficulty, etc. on every server.

2x recoil and spread in third-person is the intended vanilla experience. By requiring it for a while it became the consistent baseline, preventing reactionary servers from immediately disabling the change. (Unlike the movement changes which many servers immediately reverted.) Now that it has been the default, servers can choose to customize and raise and lower the multipliers as they see fit.

Was this a good approach? We will see where it might make sense with future gameplay changes.]]> Update Notes https://unturned-servers.net/blog/390/32330-update-notes/ https://unturned-servers.net/blog/390/32330-update-notes/ Fri, 03 Mar 2023 19:03 CET Changelog:Added
  • Arid Scout and Tourist cosmetic bundles.
  • Always_Spawn_Full [bool] option for fuel items.
  • Affected_By_Agriculture_Skill [bool] option for farmable items.
  • Teleporting causes a complete culling volume update immediately rather than time-slicing.
  • Limit max horde beacon item drops to 256. Previously a misconfigured drops multiplier could overwhelm the game.
  • Prevent using single quote ' and double quote " when stricter built-in name filter is enabled.
  • Support NPC hint reward in multiplayer.
  • Discard loaded barricades if type has changed to avoid savedata compatibility problems. [Thanks Jdance-Media and joeymisfit!]
  • Exclude uninitialized objects from level save, for example volume components inside Unity prefabs.
  • Rubble hit collider can be any depth, not just direct children.
  • Exception/kick when walking into a just-destroyed vehicle. [Thanks warren39 and DiFFoZ!]
  • Barricades on surface of vehicle not working with child explosion armor multiplier. [Thanks Molt!]
  • Flickering textures on atlassed meshes with original UVs exactly at 0.0 or 1.0. [Thanks AdamDN!]
Arid Update:

The developers of Arid have added two new locations, new items, vehicles, quests, and improvements to the progression, balance, performance, and more!

To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat.

This project was created by Renaxon, dug, danaby2, and clue. If you enjoy the map and would like to support them, consider checking out the new Scout and Tourist bundles on the Stockpile:
Arid Scout Bundle
Arid Tourist Bundle]]> Update Notes https://unturned-servers.net/blog/389/32320-update-notes/ https://unturned-servers.net/blog/389/32320-update-notes/ Fri, 17 Feb 2023 18:07 CET Changelog:Added
  • Option to use the classic crosshair shape.
  • "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
  • Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
  • Exclude_From_Culling_Volumes [bool] option for objects.
  • Exclude_From_Level_Batching [bool] option for objects and trees.
  • "-DisableCullingVolumes" command-line flag. Not recommended.
  • "-UseLevelBatching=true/false" command-line option.
  • Valentine's day holiday condition for secret admirer note quest on Liberator.
  • Per-location option to hide from map UI.
  • Improved and re-enabled batching of level objects and trees.
  • Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
  • Use same collision height (2 meters) for all zombie types.
  • Slightly increase zombie vertical attack range by 0.1 meter.
  • Slide while standing on zombie's/animal's head.
  • Allow masks to work as underwater breathing apparatus with backpack.
  • Semi-auto repairing melee items play an impact sound.
  • Terrain tool weight target option can be used with auto foundation option.
  • Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
  • Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
  • Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
  • Transparent pixels in supersampled screenshots. [Thanks Tiway!]
  • Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
  • Animal collider not getting disabled on server. [Thanks surv0013!]
  • Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
  • Extremely small network positions off by one. [Thanks Gamingtoday093!]
  • Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
  • Interior culling size of several objects.
  • Loading screen not appearing between clicking exit and reaching the main menu.
  • Legacy airdrop/location node conversion not assigning instance ID.
Batching performance improvements:

This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false

For more information there are two new articles intended for map developers:

Level Batching[github.com]
Manual Object Culling[github.com]

]]> Update Notes https://unturned-servers.net/blog/388/32310-update-notes/ https://unturned-servers.net/blog/388/32310-update-notes/ Fri, 27 Jan 2023 18:08 CET Changelog:
  • Option to use custom sized crosshair rather than size calculated from spread.
  • "-DisableLightLODs" command-line flag. Not recommended.
  • Delete_After_Filling_Target [bool] option for fuel items.
  • SalvageItem [guid] option for placeable items when picked up below 100% health.
  • Min_Items_Dropped_On_Destroy, Max_Items_Dropped_On_Destroy, and Item_Dropped_On_Destroy options for placeable items.
  • Terrain_Test_Height option for housing floors, defaults to 10. (max height above terrain)
  • Destroy_Clothing_Colliders [bool] option for clothes, Destroy_Attachment_Colliders [bool] option for attachments, and Destroy_Item_Colliders [bool] option for items. Defaults to true. Previously only root colliders were destroyed, but in this update child colliders are destroyed as well following low performance reports of mods with complex colliders on item prefabs. These options exists for mods which relied on child colliders (not recommended).
  • Scale_Aim_Animation_Speed [bool] option for guns. If true, Aim_Start and Aim_Stop animations are scaled according to aim duration. Defaults to true.
  • Laser_Color option for tactical laser.
  • Main menu links to support site and preview branch changelog.
  • Zombies block player movement again. (finally!)
  • Stereo tracks list allow songs not installed on the server.
  • Holiday condition supports Not_Equal comparison.
  • Adjusted wording of pause menu respawn button.
  • Support multiple workshop file IDs in AssetBundleCustomData.
  • Log state of player in queue during transport failure.
  • Better logging for custom modules to aid troubleshooting.
  • Updated missing object and tree kicks to newer asset integrity used by foliage.
  • Prevent viewmodel springs exploding at very low framerates.
  • Case where logging exception could throw another exception.
  • Stuck if EffectSpawner component was triggered while loading level.
  • Nodes editor unable to select empty named locations in IMGUI mode.
  • Fishing rod collision detection error logged when bobber started floating.
  • Clamp server Timeout_Queue_Seconds lower than client timeout.
  • Not tracking kill counter progress when quitting rather than exiting to menu.
  • Copy/pasting scale in volumes editor.
  • Vanilla ban command IP ban was using old net transport code.
  • Objects with visibility conditions using quest GUID.
  • Disable vehicle exhaust when all particle systems are finished.
  • Incorrectly smooth normals on edge of Hangar #1 roof.
  • Discolored wall in Mechanic #2 back room.
  • Holding salvage key not resetting on death.
  • Disable anonymous WAN IP check when joining through LAN server list.
  • Weapons applying bleed/bone/food/water/virus/hallucination damage in safezone.
  • Prevent attaching roofs to top of ramparts.
  • Match mannequin placement arrow direction to other barricades like signs.
  • Mannequin pose button getting out of sync with actual pose when rate limited.
  • Server ignores using vehicle horn if audio clip is missing, can override with Has_Horn true.
  • Blowing yourself up no longer counts as a kill stat.
  • Prevent bed placement inside kill volume.
Behind the scenes:

I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved!

Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website[support.smartlydressedgames.com] was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email.

This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update.]]> Update Notes https://unturned-servers.net/blog/387/322210-update-notes/ https://unturned-servers.net/blog/387/322210-update-notes/ Fri, 16 Dec 2022 18:53 CET

A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy.

Watch the A6 Polaris Trailer Here

To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.

For the next two weeks a variety of exclusive new free items will be dropping:

This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:

A6 Polaris Map Mystery Box
A6 Polaris Map Bundle

Other links:

ID List & Crafting Guide
Troubleshooting & Modding Info
Bug Reports
YouTube Playlist
Credits]]> Update Notes https://unturned-servers.net/blog/386/322200-update-notes/ https://unturned-servers.net/blog/386/322200-update-notes/ Fri, 09 Dec 2022 18:20 CET A6 Polaris Teaser:

Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday!


  • Spread_Angle_Degrees gun option replacing Spread_Hip.
  • Aim_In_Duration gun option. Old hardcoded default was 0.2 seconds. Vanilla guns have been tweaked +/- 50ms on average.
  • Aim_Duration_Multiplier gun attachment option. Large vanilla magazines reduce aiming speed.
  • Damage_Falloff_Max_Range option for falloff to finish closer than the total max range.
  • Plugin option to hide center dot and disable reputation change notification.
  • Separate messaging and auto-shutdown for update rollbacks.
  • Is_Music bool option for effect asset used in ambiance volumes.
  • Support for warning if there is a large discrepancy between server listing and actual in-game ping.
  • Crosshair follows recoil similar to laser and better represents actual spread.
  • Prevent joining servers without GSLT over the internet. LAN servers are unaffected.
  • Servers with unspecified monetization (servers with purchasable gameplay advantages) are no longer included in the Internet list when searching without a name filter.
  • Trees can override their appearance on the 2D chart similar to objects.
  • Item condition supports comparison other than >=.
  • Improved how viewmodel camera is automatically aligned with gun sights.
  • Pressing enter in IP field shows loopback/LAN info, and with a ":port" moves port to the port field.
  • Gun spread is finally circular rather than square.
  • Clear volume selection when changing tool.
  • Selecting quests in quest list when a quest asset was missing.
  • Foliage tool performance while not painting with large brush.
  • Potential nodes editor bug with IMGUI mode.
  • Volume solid visualization visible in satellite capture.
  • Collision at rear of destroyed ural object.
  • Alignment of volumes tab and objects list.
  • Not timing out when server did not respond to join request.
Server Changes:

Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players.

Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission.]]> Update Notes https://unturned-servers.net/blog/385/322190-update-notes/ https://unturned-servers.net/blog/385/322190-update-notes/ Fri, 11 Nov 2022 18:25 CET Changelog:
  • All effect, dialogue, quest, and vendor references support guids.
  • Asphyxiating status icon while in non-breathable area.
  • Max Boss Zombies per-navmesh option.
  • Per-dialogue-message option to change NPC face.
  • Removed devkit editor and its related unused systems.
  • Moved decal visibility into regular editor visibility tab.
  • Partially upgraded Nodes editor similar to Volumes and re-categorized devkit spawnpoint as node.
  • Moved devkit object material overrides into Objects editor.
  • Item Equip sound is redirectable with EquipAudioClip option.
  • Server logs when client requests graceful disconnect.
  • Slightly improved "spy" capture performance.
  • Several exploits to remove grass and terrain materials.
  • Twised start of road mesh with "ignore terrain" enabled.
  • Another bug with planar reflections with multiple water volumes.
  • Leaking foliage cuts when floors were destroyed.
  • Pressing rotate item while not dragging item still playing audio.
  • Lockpicks, tires, and batteries being removed if another player enters vehicle while using.
  • Round scale to -1 or +1 if nearly equal to help reduce slight misalignments between objects.
  • Round rotation angles if nearly axis aligned to help reduce slight misalignments between objects. For example 89.99 rounds to 90.

Most effect and NPC features did not yet support guids, instead relying on the old 16-bit ids. Now anywhere that a 16-bit effect or NPC asset id is used can also support guid instead. New and future content should use guids where possible to avoid asset id conflicts. Going through all of the related code was a rather large change, so there might be some unexpected side effects that need fixing in a patch.

Merging the last few features from the devkit into the regular editor is a big step toward improving the experience for mappers. The focus of editor updates can finally shift from fixing the "devkit vs legacy" mess to new tools, features, QoL, etc.
]]> Update Notes https://unturned-servers.net/blog/384/322180-update-notes/ https://unturned-servers.net/blog/384/322180-update-notes/ Fri, 21 Oct 2022 17:45 CEST Changelog:
  • Oxygen volumes for deep caves or special underwater plants.
  • Accepted Demon of Greed, Pirate Captain, and Demon Hunter outfits from the Curated Workshop.
  • Raised minimum Grass quality from Off to Low.
  • Grass is now streamed from a worker thread which reduces the CPU performance impact.
  • Improved performance of screenshot capture with supersampling enabled.
  • Improved logging of kicks for transport failure.
  • Sentry gun shooting while paused.
  • Lobby screen breaking if plugin set description to invalid base64 string.
32-bit Windows (again):

Several updates ago in support for 32-bit Windows officially ended. This was not well communicated in game however because unless the archived 32-bit compatibility branch was installed it was combining the older build with the most recent shared/common files. In order to make this smoother for the meantime the 32-bit Windows version will stay up-to-date, but can only play singleplayer (not multiplayer), and shows an explanation on the main menu. Opting-in to the archived 32-bit compatibility branch allows hosting and playing multiplayer on the older version.]]> Update Notes https://unturned-servers.net/blog/383/322170-update-notes/ https://unturned-servers.net/blog/383/322170-update-notes/ Fri, 14 Oct 2022 19:44 CEST Changelog:
  • Reduced intensity of camera flinch from damage by 50%.
  • Increased explosion camera shake recovery speed by around 20%.
  • Reduced radius of explosion camera shake for most effects by around 50%.
  • Reduced screenshot player tagging distance to 64 meters.
  • Improved logging of kicks for bad connection.
  • Third-person-only servers have the third-person recoil and spread penalty disabled.
  • Foliage manager is added to level if missing when bake is clicked.
  • Startup stuck if preferences file is read-only.
  • Unable to join servers in third-person-only mode.
  • Hockey mask not equipable in hands.
  • Catch localization string format exceptions.
  • Disabled cultist outfit textures CPU read/write.
  • Outline glow appearing over laser dot.
  • Housing item mouse wheel input not blocked by UI.
  • Not saving options/graphics/controls in level editor.
  • Manually installed Maps missing from per-server asset list.
  • Accumulating error when copy/pasting transform.
]]> Update Notes https://unturned-servers.net/blog/382/322160-update-notes/ https://unturned-servers.net/blog/382/322160-update-notes/ Fri, 30 Sep 2022 18:11 CEST Changelog:
  • Directional flinch when damaged.
  • Camera shake from nearby explosions.
  • Command-line "-FallbackGizmos" option to use 3D line renderers instead.
  • InventoryAudio option for drag/drop item sounds.
  • Procedurally_Animate_Inertia bool option for equipable items.
  • Zoom_Using_Eyes bool option for gun sights.
  • Equipable_Movement_Speed_Multiplier option for equipable items and gun attachments.
  • Aiming_Movement_Speed_Multiplier and Aiming_Recoil_Multiplier options for guns and gun attachments.
  • Attack_Interval option for animals (measured in seconds).
  • Support for server plugin setting item hotkeys.
  • Support for server plugin enabling voice chat while dead.
  • Command-line "-FrameRateLimit" option which overrides the menu option.
  • Command-line "-FarClipDistance" option for players who want to try reducing max draw distance below minimum.
  • Recoil and spread are doubled while using third-person perspective.
  • Improved tactical laser visibility through scopes.
  • Increased default text field length from 16 to 100.
  • Reduced bullet casing bounce volume.
  • Separated water surface visibility in editor from volume visibility option.
  • Animal damage considers player armor.
  • Include workshop file name in asset mismatch kick message if different.
  • Server description corruption with line break inside multi-byte codepoint.
  • Precision loss when repeatedly dragging transform back and forth.
  • Crafted guns with state transfer will use default firemode.
  • White surface when water volume loads with planar reflection disabled.
  • Using fertilizer on fully-grown crops.
  • Washington note showing empty line of text.
Recoil Changes:

The skill ceiling of first-person aiming has been raised by adding secondary recoil away from the center of the screen. Holographic sights and tactical lasers are the best indicator for this because they always point exactly where the shot will go. i.e., if the gun has zero spread and the laser has recoiled above the crosshair then the bullet will hit exactly where the laser marks. Third-person recoil and spread have been doubled to encourage the use of first-person aiming.

]]> Update Notes https://unturned-servers.net/blog/381/322150-update-notes/ https://unturned-servers.net/blog/381/322150-update-notes/ Fri, 02 Sep 2022 17:41 CEST Changelog:
  • Ability to slightly raise/lower floor placement using mouse scroll wheel.
  • Cartography editor volume to mark chart/GPS area for non-square maps.
  • Sphere shape option for most editor volume types.
  • Newer volume editor equivalents for older volume-style editor nodes.
  • Support for multiple teleporter exits per entrance in which case a random exit is chosen.
  • Visibility button to volume type buttons in volumes editor.
  • WearAudio option for clothing items.
  • PlacementPreviewPrefab option for barricades and structures.
  • Is_Visible_In_Vendor_Menu option for currency items to hide them from vendor currency list.
  • InspectAudioDef, ImpactAudioDef, and WearAudio can now also reference AudioClip, not just OneShotAudioDefinition assets.
  • Client adjusts ID-to-asset lookup per-server to reduce multiplayer asset conflict issues.
  • Pillars can be rotated in 30 degree increments, and hold shift to rotate counter-clockwise.
  • Only screenshots without HUD visible are used on the loading screen.
  • Pick axe and jackhammer can damage regular objects and trees.
  • Minor engine patch update from 36f1 to 38f1.
  • Loading screen music not playing while in server queue.
  • Do not use screenshots greater than 10 MB on the loading screen.
  • Negative scaling not rotating objects when necessary.
  • Sprint toggle input affecting steady aim input.
  • Steam Networking debug output crash. [Thanks DiFFoZ!]
  • Object and vehicle overrides fallback to client prefab if server prefab does not exist.
  • Clouds not visible with OpenGL.
Multiplayer Workshop File Order:

In multiplayer the client now rebuilds the list of known assets according to the workshop file order specified by the server. This fixes a variety of issues like crafting recipes from mods not available on the server showing as crafting options, and ensures that mods which override each other are applied in the same order for all players.]]> Update Notes https://unturned-servers.net/blog/380/322140-update-notes/ https://unturned-servers.net/blog/380/322140-update-notes/ Fri, 12 Aug 2022 19:23 CEST Changelog:
  • Walls and pillars can be snapped above and below existing walls.
  • "The Bridge Where It Rains" music by staswalle on Washington loading screen.
  • Screenshot resolution multiplier and supersampling option. For example supersampling with a 4x multiplier at 1920x1080 will produce a 15360x8640 screenshot downsampled to 7680x4320.*
  • New editor for "devkit" volumes in the regular level editor.
  • Box move (double-press Q) and box resize (double-press R) transform tool modes.
  • Level editor option to disable underwater effects.
  • Customizable acceleration, deceleration and max walk speed for physics materials.
  • Enable_Participant_Scaling option for horde beacon per-item. Defaults to true.
  • InspectAudioDef option for equippable items.
  • OnGameUpdateDetected event for plugins.
  • Is_Full_Moon NPC condition.
  • Roofs no longer require pillars for placement.
  • Improved precision of triangle floor overlap test by approximating with six boxes rather than three. This helps reduce false "blocked by" warnings.
  • Hide item action if quest conditions are not met.
  • Clip.prefab is no longer necessary for trees and objects.
  • Barrels can override muzzle flash position with "Muzzle" transform.
  • Destructible objects can use tree blade ID.
  • Tweaked the placement of blue trash bags at the Seattle construction site dumpster to reduce clipping and make them easier to safely land on.
  • Adjusted chart colors of all vanilla maps, as well as how PEI boulders, Washington boulders, and Russia quest lasers appear on charts.
  • Updated icons, preview images, loading screens, charts, and satellite views of all vanilla maps.
  • Unified barricade/structure editor, regular objects editor, and volumes editor transform handles.
  • Game now handles Steam overlay screenshot requests.
  • Screenshots no longer overwrite each other and can appear on the startup loading screen.
  • Vanilla pre-placed blood decals are not loaded if blood splatters are disabled.
  • Human animation template leg roll.
  • Potential problem with per-level version kick, log when unable to parse version.
  • Housing ramp blocking pillar and wall placement two floors below.
  • Holiday items visible in stylized chart capture.
  • Effect spawn position when forageable bushes are destroyed.
  • Roads that should have been curved on Germany.
  • Spot where the road was partially covered by the terrain on Germany.
  • All of the road guardrails on the Germany map to face inwards rather than outwards.
  • Removed some boulders that were located under the map terrain on Russia.
  • Incorrect materials being used out-of-bounds on Russia.
  • Typo for the ragdroll removal tool where the item name was misspelled.
  • Icon dimensions of many cosmetics to improve the quality of their high-res icons.
Downward Building:

Houses can finally be extended downward! This is especially useful for bridging gaps like roads and rivers, or repairing foundations after a raid.

Volumes Editor:

All of the "devkit" volumes have been moved into the regular editor, and are easier to shape with the new box move and box resize tools. Subsequent updates will convert older volume types like safezones to this tool, and add other shapes like spheres.

The Bridge Where It Rains:

Washington is the second map to receive theme music by staswalle! You can hear it on the loading screen, boombox item, or his YouTube channel here:

YouTube Video Link


Special thanks to Tyler "MoltonMontro" for the map and icon tweaks and fixes!

Playtime item drops have been disabled, but may return for special events like map releases. It was not very exciting to receive the older items, and I want to eliminate any item drop farming if it exists.

This will be the final version with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players.

*Current supersampling implementation is a mediocre placeholder until I add supersampling as an in-game anti-aliasing option. It will be faster once that is taken care of.]]> Update Notes https://unturned-servers.net/blog/379/322130-update-notes/ https://unturned-servers.net/blog/379/322130-update-notes/ Fri, 15 Jul 2022 17:43 CEST Added:
  • Floors and pillars can be snapped to floating walls.
  • Requires_Pillars option for custom walls.
  • Show name of item blocking housing placement.
  • Clip.prefab is no longer necessary for barricades or vehicles.
  • NPC does not look around while under arrest or surrendering.
  • Line wrapping names in main menu character list.
  • Protect against vehicle dropping scrap items multiple times.
  • Vehicle bumper collisions ignore anything attached to vehicle.
  • Climbing ladders angled into thin walls.
  • Startup issues when IO permission to log file is blocked.
  • Placement blocked by floating walls.
  • Menu stuck when launching game through Join Friend button.
]]> Update Notes https://unturned-servers.net/blog/378/322120-update-notes/ https://unturned-servers.net/blog/378/322120-update-notes/ Thu, 07 Jul 2022 18:00 CEST 8th Anniversary on Steam:
I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long.


  • Housing Planner tool for quickly placing structures. [ID 1764]
  • Notification on main menu when an update is available.
  • Server option to shutdown for auto-detected game updates. (Finally, eh?)
  • Server option to shutdown for scheduled maintenance at a fixed time.
  • Grow_SpawnTable (guid) option for crops.
  • Copy to Clipboard button for error message.
  • Option to make terrain holes visible for finding gaps.
  • Terrain material icon in asset list.
  • Housing item placement is easier now that connections betweem then are tracked.
  • Roof placement requires two pillars rather than a pillar at each corner.
  • Shooting/attacking stops clientside if no inbound traffic has been received for 2 seconds.
  • Updated barricade placement on vehicle to use netids rather than index.
  • Temporarily buffed brick-material housing items from 800 to 1650 HP.
  • Many exploits for stacking housing items in the same slot.
  • Explosion damage respects zombie armor.
  • Terrain editor per-"pixel" smoothing mode near edges.
  • Whitespace-only player names with name filter disabled.
  • Reverted post processing version to work around TAA transparent field of view bug.
  • Some terrain hole gaps on Germany.
  • Wrong material on circular table barricade LOD1.
Housing Planner:

The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites.

There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more!

Server Auto Restart:

Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier:

Scheduled Maintenance:

Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added.

Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time.

Scheduled_Shutdown_Time: local time the server will shutdown.

Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown.

Checking for Updates:

Finally! The server can monitor for updates and restart when one is detected.

Enable_Update_Shutdown: if true the server will monitor for updates.

Update_Steam_Beta_Name: defaults to "public", but can be set to "preview" for servers running on the preview branch.

Update_Shutdown_Warnings: after an update is detected the server will wait for the longest of these durations to notify players before shutdown. For example if the longest time is 2:30 the server will broadcast in chat 2 minutes and 30 seconds before the shutdown.

Practical Application:

These options are most useful in conjunction with a script that updates and restarts the server in a loop. For example this Windows .bat script can be placed in the steamcmd folder to infinitely update and restart the server:
@echo off rem @ suppresses echo command from being echoed, and then disables echoing in this script. rem This is a label for use with "goto". The script will return to this label to update and restart the server. :loop rem %~dp0 expands to the path to this script's directory, allowing it to be called from a different working directory. rem The "/wait" option pauses our script until steamcmd is finished. rem Start steamcmd, download latest version of Unturned Dedicated Server, then close cleanly. echo Updating... start "" /wait "%~dp0steamcmd.exe" +login anonymous +app_update 1110390 +quit echo Finished update! Launching server... start "" /wait "%~dp0steamappscommonU3DSUnturned.exe" -batchmode -nographics +InternetServer/MyServer echo Server has exited. Restarting after timeout... echo: echo Press CTRL+C and then Y during this timeout to cancel restart. timeout 10 rem Return to the "loop" label to update and restart the server. goto loop

Windows 32-bit Deprecation:

This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC.]]>
Biohazard Zombie Plush 36 Hours Left https://unturned-servers.net/blog/377/biohazard-zombie-plush-36-hours-left/ https://unturned-servers.net/blog/377/biohazard-zombie-plush-36-hours-left/ Fri, 24 Jun 2022 02:10 CEST Biohazard Zombie Plush:
For anyone on the fence: this Saturday, June 25th, is the final day the Biohazard Zombie Plush is available for purchase from the Makeship campaign. Thank you to all the early customers for your interest and support reaching the funding goal!

View Unturned Biohazard Zombie Plush on Makeship[shop.makeship.com]

Steam Summer Sale:

Most bundles in the item store as well as the gold upgrade are discounted for the Steam Summer Sale! The discount is approximately 25% but varies depending on regional pricing.

View Item Store
View Gold Upgrade

Interim News:

My apologies for the unusually large gap between updates! Rest assured this is only because I am working on some (hopefully) nice improvements for the Unturned 8 years on Steam anniversary July 7th.]]> Update Notes https://unturned-servers.net/blog/376/322110-update-notes/ https://unturned-servers.net/blog/376/322110-update-notes/ Fri, 03 Jun 2022 16:00 CEST

Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands.

Watch the Kuwait Escaping Outlands Trailer Here

Read the Full Kuwait Changelog Here

To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat.

Two challenging new achievements with free rare items have been added in a final questline:

For the next two weeks a variety of exclusive new free items will be dropping:

This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:

Private Eye Bundle
Mythical Palm Nights Bundle
Assorted Accessories Bundle

Watch the Escaping Outlands Cosmetics Trailer Here

These bundles from the initial launch of Kuwait are also still available:
Assorted Hats Bundle
Divine Duneman Bundle
Letterman Bundle

Watch the Original Kuwait Trailer Here
Biohazard Zombie Plush:

We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!

You can order this lovable monster from the Makeship campaign here:

View Unturned Biohazard Zombie Plush on Makeship[shop.makeship.com]

To produce them we need to reach the funding goal of 200 orders before the campaign ends on June 24th. Everyone will be refunded if the 200 mark is not achieved.

View Makeship FAQ[www.makeship.com]
Base Game Changelog:

  • "Projection Ratio Coefficient" option for "Focal Length" sensitivity scaling.
  • Terrain editor hotkeys to switch active tab.
  • Updated Unity from 2019.4.38f1 to 2020.4.34f1.
  • Always load english text as fallback.
  • Vanilla ban command also bans player HWID.
  • Replaced placeholder equipment rate limit fix by converting item hash to the newer asset integrity system.
  • Boombox volume slider triggering rate limit kick.
  • Explain kick when server per-platform assetbundle hash is out of date.
  • Vertical alignment of font color setting.
  • Text field character limit in IMGUI mode.
]]> Update Notes https://unturned-servers.net/blog/375/322100-update-notes/ https://unturned-servers.net/blog/375/322100-update-notes/ Fri, 20 May 2022 18:00 CEST Changelog:
  • Alt hotkey to remove baked foliage with paint brush.
  • "Disable" option for sensitivity scaling mode.
  • Terrain material editor filter for only in-use materials.
  • Terrain material and foliage editor name filters.
  • Kick threshold for significantly exceeding per-RPC rate limits.
  • Separated terrain editor brush strength value for each tool.
  • Assetbundle hash is included in asset integrity check.
  • Warn if vendor vehicle spawnpoint is unset.
  • Missing vendor and reward spawnpoint for vehicle uses player position as fallback.
  • Picking up items while climbing.
  • Invalid item conditions on tracked quest breaking UI.
  • Fists use melee damage multiplier.
  • Terrain undo/redo interfering with other undo/redos.

Client-invokable RPCs already have rate limits intended to prevent wasting server processing time. There was no penalty for repeatedly hitting these rate limits however, so time could still be wasted ignoring requests. There is now a Rate_Limit_Kick_Threshold option: if the same rate limit is hit this many times within the cooldown window the client will be kicked. For example a value of 5 means the client will be kicked the 5th time it is called within the same cooldown window. The default is 10.

The server checks both individual asset integrity and Unity assetbundle integrity to prevent cheaters from modifying their files to gain an advantage. Previously it was possible to bypass this by loading a different assetbundle on a per-asset basis, for example by adding a legacy ".unity3d" assetbundle to a vanilla vehicle. Individual asset integrity checks now include the assetbundle hash as well which prevents this exploit as long as the multi-platform ".hash" file is available for the server.

Unity 2020 Preview:

Unturned is currently using Unity 2019 LTS. Upgrading to 2020 LTS seems to be stable now and fully backwards compatible with existing content. If you would like to give it a try it is on the "unity-2020" beta branch, though there are still some known issues to fix next week. Assuming there are no unexpected surprises *fingers crossed* it should be in the next update.]]> Update Notes https://unturned-servers.net/blog/374/32290-update-notes/ https://unturned-servers.net/blog/374/32290-update-notes/ Fri, 13 May 2022 18:30 CEST Changelog:
  • "Haven Across" music by staswalle on PEI loading screen.
  • "Focal length sensitivity scaling" to adjust sensitivity according to scope/optic projection ratio.
  • Controls option to use "Legacy" sensitivity scaling from prior to the update.
  • Hole mask brush for cutting holes into terrain.
  • Gun option Requires_NonZero_Attachment_Caliber to disable vanilla attachments.
  • Vehicle and turret passenger Unity events.
  • Modulo NPC math operation and B_Value option as alternative / default for B_ID.
  • Cost_Multiplier option in level asset skill rules.
  • Per-navmesh "infinite agro range" zombie option.
  • Browse Files button in editor maps list.
  • Flashbang briefly flashes a light component upon detonation.
  • Merged "devkit" terrain tools into regular editor.
  • Updated Germany, Hawaii, and Greece hole volumes to new hole masks.
  • Improved foliage responsiveness by spiraling outwards.
  • Updated Freezing mythical to the newer snowflake particles.
  • Separated Melee_Repair_Multiplier from Melee_Damage_Multiplier.
  • Replaced Germany grass materials with greener variants.
  • Map preview image wrong size in singleplayer, editor, and server detail screens.
  • Scope focus foliage option leaking memory with dual render scopes disabled.
  • Prevent skycrane from picking up destroyed vehicles.
  • Black water mask on main menu if logging out while underwater.
  • Props with quest condition not updating when quest is abandoned.
  • Decals are considered "small" in objects list filter.
  • Locked brakes with vehicle physics profile braking model override.
  • Placeholder workaround for carepackage landing misprediction.
  • Re-enable oil on sand material.
PEI Loading Screen Music:

PEI is the first map to receive loading screen music by staswalle!

You can listen on his YouTube channel here as well: https://www.youtube.com/watch?v=Rxki2vxbAEA

Terrain Holes:

Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed!

Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com.


Following feedback on the scope zoom and sensitivity fixes in the previous update: we should now have the best of both worlds! A new "Sensitivity Scaling Mode" option has been added to the Controls menu. The default "Focal Length" option is new, and should perfectly adjust the sensitivity according to the perceived size of enemies on screen. I would recommend at least giving it a try, but if you want both the zoom levels and sensitivity to be reverted to how they were before the previous update you can choose the "Legacy" option. Alternatively the "Zoom Level" choice is available which preserves the behaviour of the previous update.

Grass loading (especially with "scope focus foliage" enabled) often felt unresponsive because it started in a grid pattern North-West of the camera. Loading now instead follows a spiral pattern outward from the camera, so the closest foliage is loaded first.

In sadder news I am sorry to say that Unturned II (4.0) development has been paused. This post summarizes some relevant factors from my personal life, and how Unturned (3.0) will be affected going forward:

Read "Unturned II Development Paused" Blog Post[blog.smartlydressedgames.com]]]> Update Notes https://unturned-servers.net/blog/373/32280-update-notes/ https://unturned-servers.net/blog/373/32280-update-notes/ Fri, 22 Apr 2022 18:32 CEST Changelog:
  • Climb interaction on ladder to snap without jumping.
  • Graphics option for maximum draw distance.
  • Options menus are available in the level editor.
  • Quit to desktop buttons.
  • NPC reward to override player spawnpoint.
  • Zoom factors use preferred field of view.
  • Invert water mask while camera is underwater.
  • Updated Unity from 2019.4.37f1 to 2019.4.38f1.
  • Disabled specular on vanilla static materials.
  • Not applying conditions/rewards on quest and vendor dialogue responses.
  • Disable sky fog on water backface.
  • Missing character limit in uGUI text chat input field.

After the character movement update it became more difficult to climb down ladders, so at long last you can optionally press the Interact key to mount at the point you are looking! Hopefully this reduces the number of hospital visits caused by jumping to climb down. Walking into a ladder to climb is also still supported.

Max Draw Distance Option:

You are probably sick and tired of hearing about fog adjustments with these past few updates.

100% is a balance between performance and quality. It was the intended maximum in the first of these updates, reducing the draw distance from its previous insanely high value. 50% is available for some lower-end hardware, but players at the maximum network distance will be slightly within the fog. 200% is available for higher-end systems.

Keep in mind that 2x the draw distance (radius) is 4x the area, so 100% has 4x the area considered for rendering compared to 50%, and 200% has 16x the area compared to 50%. The level editor max draw distance is separate from the in-game max draw distance, and its values are 2x as large. Landmark draw distance is automatically adjusted for the max draw distance, so for example landmarks 100% with a max of 150% is not rendering any landmarks in the fog.


Controls, options, graphics, and display settings can be adjusted in the level editor without returning to the main menu. You can also quit to desktop from the level editor or in-game pause menus, however the disconnect timer applies while playing in multiplayer.

NPCs can set a spawn location override so that the player will respawn at a marked location or vehicle spawnpoint. This override is saved between sessions. For example it could be useful for story sections or safezones.

Previously scopes and optics multiplied a base field of view of 90 degrees, whereas now your configured field of view is used.]]> Update Notes https://unturned-servers.net/blog/372/32270-update-notes/ https://unturned-servers.net/blog/372/32270-update-notes/ Fri, 01 Apr 2022 21:20 CEST Changelog:
  • Mask when camera near clip plane intersects water.
  • PvP damage penalty when client is potentially faking lag. (e.g. "lag switch")
  • Various minor gameplay balance adjustments. (detailed below)
  • Render sky fog before transparent objects. Water transparency renders sky fog in forward pass.
  • Updated Unity from 2019.4.35f1 to 2019.4.37f1.
  • Converted hardcoded Anastasia door to text chat component + IOBS component.
  • Warning when item blueprints have identical conditions.
  • Leftover holiday chicken on Liberator. [Thanks danaby2]
  • Capturing satellite image when assets are missing from level.
  • Singleplayer pause menu also pauses audio globally. [Thanks Toothy Deerryte]
Balance Improvements:

It is widely agreed that some balance adjustments are long overdue, so this update combines a variety of work-in-progress upgrades from the past few months of tuning and feedback:
  • Recoil on the Maplestrike has been decreased by 5%, and the recoil control buff from Sharpshooter has been changed from 50% to 95%.
  • Draw distance has been further reduced down to 256m. Inflation of map sizes in open-world AAA games make it harder for us to compete, so the extremely exaggerated fog in Unturned at least makes the map FEEL bigger.
  • Green skin color hues have been removed from the Permanent Gold Upgrade. They made it too easy to blend into grassy maps like Kuwait and Arid. Instead, they are now a complimentary benefit of the new subscription-based Platinum Upgrade DLC. Locking them behind a more expensive paywall makes them rarer, and thus more balanced.
  • Helicopter audio volume has been increased by 220% to better convey how intimidating it should feel to see a helicopter flying toward your base. The deafening volume for passengers helps balance out how useful they are.
  • It was unfair for zombies to use navmesh pathfinding when animals cannot, so zombie AI has been replaced by animal AI. Use of flares and other zombie-attracting items is encouraged to help them get unstuck from corners.
  • Devkit was overpowered because it had features missing from the regular editor, so two new level editors "modKit" and "BoxEd" have been added which combine some features and remove others, evening the playing field for beginners to the modding scene. Editing mods without re-uploading to the workshop first is no longer supported.
We look forward to making further enhancements upon review of your feedback in the comments!

Underwater Mask:

The lower-left of this screenshot would previously have been a clear view of underwater zones, but now gets filled with the water color. This should help protect secret underwater locations and bases.

Fake Lag Threshold:

In recent weeks the exploit of artificially delaying game packets AKA "lag switching" has become more of a nuisance. To combat this, a new setting in the server Config.json file "Fake_Lag_Threshold_Seconds" has been added with a default value of 3 seconds. If there is a delay between input packets from the client greater than this threshold they will be penalized for a corresponding duration minus one second. For example if the threshold is 3 seconds and the server does not receive any inputs from a client for 3.2 seconds, they will be under penalty for 2.2 seconds.

During a fake lag penalty the client's damage against other players is multiplied by the "Fake_Lag_Damage_Penalty_Multiplier" setting which defaults to 0.1 or 10%. For example if the multiplier is 0.2 then the client will only deal 20% gun and melee damage against other players while under penalty.

Unfortunately false positives are relatively likely if the client framerate hitches, for example while loading a dense region. With the netcode rewrites of the past year these hitches should gradually be ironed out, but for the meantime the "Fake_Lag_Log_Warnings" setting can be enabled to help tune the threshold.]]> Update Notes https://unturned-servers.net/blog/371/32260-update-notes/ https://unturned-servers.net/blog/371/32260-update-notes/ Fri, 18 Mar 2022 17:00 CET Changelog:
  • "Disable" option for weather command which cancels active weather and future scheduled weather. Useful for maps like Yukon which otherwise immediately start different weather when cancelled.
  • Editor setting to disable clouds on a map. [Has_Clouds in level asset]
  • Button to open file explorer in workshop item's install folder.
  • Button to open Logs folder from errors window.
  • Save preferred in-game player list sort mode.
  • Increased level editor far clip plane distance back to 4,096m.
  • Sky transition fog only starts blending in past 75% of the far clip plane. This feels less foggy than the previous update, and helps hide issues with transparency.
  • Using weather command with currently active weather guid will reschedule rather than toggling.
  • Gentle snowfall no longer overrides sky fog.
  • Planar reflection skybox projection matrix.
  • Hide holiday-restricted props from satellite capture.
  • With streamer mode enabled show in-game player list using redacted names.
]]> Update Notes https://unturned-servers.net/blog/370/32250-update-notes/ https://unturned-servers.net/blog/370/32250-update-notes/ Fri, 11 Mar 2022 19:16 CET Changelog:
  • In-game option to sort player list alphabetically or by group.
  • Transition fog near edge of maximum render distance.
  • New clouds and aurora borealis rendered in skybox.
  • Added more trashbags to the fall-cushioning blue trashbag areas under the Seattle, Washington crane, and adjusted their positioning. The changes to mid-air strafing made these more difficult to land on, and they could be difficult to see from atop the crane while in first-person. These changes make the landing easier to see and achieve.
  • Adjusted the car parkour at Rainbridge Island, Washington to be more forgiving. The changes to mid-air strafing made it more difficult to traverse. It should now be easier to climb down without breaking bones, and easier to climb up without getting stuck.
  • Added wild animal spawns in the wilderness near Chersky Farm, Russia.
  • Added item spawns to the upper floor of the Kivgrad Harbor, Russia office building.
  • Added item spawns to the interior rooms (and outdoor picnic table) of the ship docked at Kivgrad Harbor, Russia.
  • Tweaked the Industrial Generator from Rare Rarity to Epic Rarity.
  • Renamed the Umbrella (barricade) items from "Umbrella" to "Patio Umbrella".
  • Renamed the Flare (barricade) items from "Flare" to "Flare Sconce".
  • Updated the item descriptions of the Golf Club and Wreath.
  • Updated localization of the legacy editor's transformation tools for accuracy and consistency.
  • Updated localization of various console commands for typos, correctness, and missing localization.
  • Explosion armor value while naked.
  • Planting seeds on ghillie netting.
  • Overriding material IsArable / HasOil.
  • See-through underside of debris clipping into the unfinished building in Seattle, Washington.
  • Bad clipping and misalignment with objects around Kivgrad Harbor, Russia.
  • Misaligned objects at the Keryev, Russia factory building.
  • Railway track at the factory building in Keryev, Russia that briefly travelled beneath the floor.
  • Floating railway bridge in Germany.
  • Spot where players could rarely get stuck atop a crate at Shelton Farm, PEI.
  • Floating or misaligned objects in Stratford, PEI.
  • Floating snow around the Yukon road tunnel.
  • Bugged zombie spawn point in the Ibex Valley, Yukon where the zombie would immediately fall through the world once alerted.
  • Usage of various deprecated item properties.
  • Skybox tree backface depth pass on forward rendering.
  • Not returning attached effects to pool after parent was deactivated.
Special thanks to MoltonMontro for the localization improvements, map changes, and bug fixes!

Known issue: with TAA there are some visual artifacts between the fog and skybox.

Draw Distance:

The "draw distance" setting affects which nearby entities are visible. Separately, the "far clip plane" is the absolute maximum draw distance for everything including terrain, water, clouds, etc. Prior to this update the clouds and aurora borealis were drawn as 3D meshes, and similarly prior to the previous update ( the stars, sun, and moon were also drawn as 3D meshes. This meant the far clip plane distance had to be long enough to cover essentially the atmosphere, but as a benefit the entire terrain was visible at ultra settings. Now that the sun, moon, stars, etc are rendered in the skybox the far clip plane has been reduced to 1,024 meters which means the entire terrain is no longer visible at once, but has quite a few upsides:
  • Culling is one of the main CPU bottlenecks, and takes less time thanks to the early rejection.
  • On first impression the old mesh clouds were often mistaken for flying boulders. The new clouds are a bit flat, but look less like rocks, and might be upgraded to 3D/volume textures in the future.
  • Skybox reflections on metallic objects include clouds, stars, moon, etc.
  • Sky transition fog makes the level feel bigger because it cannot all be seen at once, and is visually impressive / fun / colorful on many maps.
  • Improved depth precision within the actual level reduces Z-fighting.
  • The improved depth precision should allow a future update to merge the first person and third person models, which will make lighting and animations more consistent between both.
]]> Update Notes https://unturned-servers.net/blog/369/32240-update-notes/ https://unturned-servers.net/blog/369/32240-update-notes/ Fri, 25 Feb 2022 18:42 CET Changelog:
  • "DefaultGoodbyeResponse" per-level override for NPC dialogue in level's translation file.
  • Support for deprecated *.content files. Reduces loading overhead.
  • Support for useless devkit asset browser. Reduces loading overhead.
  • Improved parsing speed of .dat files by reducing redundant work.
  • Improved sun, stars, and moon rendering, allowing increased near depth precision.
  • Cannot purchase vehicles in bulk from NPCs, and minimum five second cooldown between vehicle purchases per-player.
  • Renamed Silver augewehr skin to Silvered to avoid confusion with Silver trophy skins.
  • Sort in-game player list by name rather than by group ID.
  • Pump jack placement on grass accidentally disabled during physics material rewrite.
  • Able to plant seeds on top of each other after physics material rewrite. [Thanks WWTC]
  • Trap and vehicle bumper player/zombie/animal impact sounds missing after physics material rewrite.
  • Sirens missing from editor-placeable police boat.
  • Crouch to prone event passing through standing stance.
  • Performance with many group compass markers.
  • Performance of in-game player list with many players.
  • Road editor material checkbox out of view.
  • Server not immediately closing rejected connections. [Thanks D-AIRY]
  • Queue not rejecting connections with duplicate steamid. [Thanks Rubberduck63]
Russian Invasion of Ukraine:

We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy.

]]> Update Notes https://unturned-servers.net/blog/368/32230-update-notes/ https://unturned-servers.net/blog/368/32230-update-notes/ Fri, 11 Feb 2022 22:18 CET Changelog:
  • Hit sounds for golf club and frying pan.
  • Converted vehicle save/load/network to use asset guids.
  • Replaced remaining code usage of physic material enums.
  • Updated Unity to 2019.4.35f1 LTS.
  • Clarified invalid guid and hash mismatch kick messaging.
  • Consumeable item exception if NPC item reward was missing asset.
  • Glasses mythical attachment incorrect while wearing NVGs or blindfold.
  • Do not log server password when enabled.
Official Wiki:
There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki[wiki.smartlydressedgames.com] – the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do.

With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates.

Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement[blog.smartlydressedgames.com] on our blog.

Welcome to the Unturned Wiki![wiki.smartlydressedgames.com]

Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement!]]>
End of Support for Version Before https://unturned-servers.net/blog/366/end-of-support-for-version-before-321300/ https://unturned-servers.net/blog/366/end-of-support-for-version-before-321300/ Fri, 11 Feb 2022 19:41 CET
Today we have decided to stop supporting older version of Unturned before

Unturned was released on October 22, 2021 and introduced an important change to Steam query port used to query a server.

Servers that are still running on an older version before will now appear offline on our server list. We strongly recommand you to update your server if you are still running such an older version.

Regards]]> Update Notes https://unturned-servers.net/blog/365/32220-update-notes/ https://unturned-servers.net/blog/365/32220-update-notes/ Fri, 21 Jan 2022 20:26 CET Changelog:
  • Command-line override for active holiday. [-Holiday=]
  • Optional masterbundle source workshop file check.
  • Better asset integrity check system for barricades and structures.
  • Expanded vehicle turret events with local aiming and inspecting attachment events.
  • Profanity filter was not being applied to UI for placeable note.
  • Toggle sprint not reseting when stopping movement.
  • Potential fix for dedicated server overwriting steam_appid.txt with extra zero.
Optional Workshop File Owner Check:

Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen.

Read More Details Here[github.com]]]> Update Notes https://unturned-servers.net/blog/363/32210-update-notes/ https://unturned-servers.net/blog/363/32210-update-notes/ Fri, 07 Jan 2022 17:55 CET Changelog:
  • Allow_Placement_Inside_Clip_Volumes option for barricades. Defaults to true for charges.
  • Arena_Compactor_Extra_Damage_Per_Second option to prevent hiding outside compactor.
  • BinaryRandom component for events in Unity.
  • Each client has multiple hwids.
  • Reduce NPC buy/sell rate limit from 10 Hz to 2 Hz now that we have bulk buy/sell.
  • Enable rich text for level descriptions.
  • Simplified holiday levels to just use server's holiday state.
  • Animal startle animation cancelled by moving.
  • Clamp requested stereo volume.
  • Crafted mythical effect not visible on main menu character skins.
  • Vehicle engine audio source not disabling.
  • Snowman slightly poking through wardrobe in main menu barn.
  • Zero kelvin tool will hide skins which already have a ragdoll effect.
  • Layering of emissive clothing textures.
  • Missing holiday redirected trees/objects not changing level hash.
  • Wicked aura and bananza transparency sorting.
  • Potential vulnerability requesting pre-connect server info.
  • Discrepency between how return button and Interact hotkey close vendor.
  • Arid skull bandana horizontal texture alignment.
Multiple HWIDs Change:

Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban.]]> Update Notes https://unturned-servers.net/blog/361/321340-update-notes/ https://unturned-servers.net/blog/361/321340-update-notes/ Fri, 17 Dec 2021 18:00 CET

Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay.

Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned.

A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting.

Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds).

The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though.

Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept.

To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat.

This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile:

Arid Map Mystery Box
Arid Map Bundle
Mythical Wicked Aura

Watch the Arid Map Trailer Here


  • Asset validation for compression enabled on low resolution shirts/pants.
  • Negative Vehicles.Decay_Time value explicitly disables decay.
  • Share read access of several files on the server.
  • Request promo item grant during playtime drop.
  • Effects remaining attached after pooled item was destroyed.
  • Refresh vendor conditions, not just amount.
  • Velocity threshold for landed sound.
]]> Update Notes https://unturned-servers.net/blog/360/321330-update-notes/ https://unturned-servers.net/blog/360/321330-update-notes/ Fri, 10 Dec 2021 18:18 CET Holiday Festivities:

PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more!

You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config.


  • New festive events and quests. [Thanks danaby2!]
  • Decay for abandoned vehicles. Moving, refueling, and installing engine batteries resets the timer.
  • Guid option for NPC clothes and item reward/condition.
  • Target_Loss_Radius option for sentry guns. Defaults to 20% higher than Detection_Radius.
  • Bulk sell/buy at vendors when holding CTRL.
  • Vendors can use NPC rewards.
  • Accepted a few festive skins from the curated workshop.
  • Updated Steamworks.NET from 14.0.0 to 20.0.0. [Thanks Riley!]
  • Sentry guns do not lose targets immediately outside detection radius.
  • Increased breaking legs velocity threshold from 15m/s to 22m/s.
  • Converted clothing and equipment save/load/network to use asset guids.
  • Bullet holes attach to barricades/structures/vehicles.
  • Landing and splashing audio playing during client movement resimulation.
  • Loading stuck on levels with very old terrain and ambience asset bundles.
  • Ornamental barbed wire fence blueprint not matching regular barbed wire fence.
  • Loading lighting on some very old map files.
  • Trap explosion effect moving to origin when trap was destroyed.
  • Holiday version of Icicle_1 object using Icicle_0 model.
  • Server not applying initially loaded clothing speed multiplier.
  • Placeholder fix for terrain holes ignored after teleport.
  • Holiday redirect failing to disable foliage.
  • Gun aim offset while seated in vehicle.
Vehicle Decay:

In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1).]]> Update Notes https://unturned-servers.net/blog/357/321320-update-notes/ https://unturned-servers.net/blog/357/321320-update-notes/ Fri, 26 Nov 2021 15:01 CET here.]]>