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Community Blog #035

A short community blog post! Watch a neat animation, check out a mod that adds some animal variants, and consider participating in our Screenshot Contest!

Video: Fury | Unturned Animation
Content warning: strong language, war.
[previewyoutube][/previewyoutube]
Nicklies니케 has created several Unturned animations, including a parody of a scene from Fury.

If you enjoy this animation, you may also enjoy some of their other ones!

Screenshot Contest and 3.25.1.0 Update

If you missed it, yesterday we released the 3.25.1.0 Update for Unturned. This updates includes a few minor balance/QoL changes and bug fixes, along with some new modding features (mostly intended for upcoming curated maps).

View the Screenshot Contest & 3.25.1.0 Update Notes

We also announced a new Screenshot Contest! It's definitely been a while since the last one.

[previewyoutube][/previewyoutube]
From scenic views to action scenes—capture your cinematic screenshot(s) and submit them through our Submission Form.

View the Submission Form

Winning submissions may be featured as loading screens, on the game's store page, and in other locations. As a reward, winners also receive the Mythical Shutterbug Screenshot Contest Sweater and Mythical Shutterbug Instant Camera cosmetics.

Submissions are open until April 15th! Get creative, and good luck!

Mod: New Vanilla Animals
The New Vanilla Animals mod by created god.

Looking for a bit more diversity in animal behaviors? This mod adds multiple AI variants of the vanilla animals to the game. You'll find some some wolves flee from you, while other animals may let you get closer than before!

These animals spawn on most vanilla maps, along with any compatible Workshop maps.

Artwork Showcase
Screenshot by SoloMaestro.

Screenshot by Tuna.

Screenshot by I lov6 this 9osition.

Screenshot by Hydromancer.

Q&A
Q. I created a custom song but it's not working!?
When creating custom assets, there's a few different points where an issue could stem from. As a starting point, it's good to double-check that your file hierarchies are consistent between Unity, your mod's Bundles, and any relevant .dat or .asset files! Aside from manually going into Unity to compare these paths, you can also check your master bundle's .manifest file to see the paths (and ensure that your asset has been bundled properly).

Q. Where do I find the "satellite screenshot" folder in the map editor?
If you open your map's folder, and you've generated a satellite view, you'll see a file named Map.png (for the satellite view) and Chart.png (for the chart view). (Answered on Steam.)

Q. How do I add vehicles with gun turrets? They won't rotate!
For turrets to rotate, they need Yaw and Pitch transforms in Unity. I recommend looking at a vanilla example, e.g., the Tank!

Q. Help!! How do I get the HMD cosmetic?
Currently, the HMD is unlocked by playing an eligible VR game for at least 1 hour. Previously, simply owning certain eligible titles was sufficient. However: this doesn't work when a game is free-to-play (which Tilt Brush recently became), so we've updated the unlock criteria accordingly.

Send Us Your Questions!

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).

Screenshot Contest 2025 & 3.25.1.0 Update Notes

Screenshot Contest


It's been a while since the last Screenshot Contest–and with some of the graphical changes over the years, it definitely shows!

[previewyoutube][/previewyoutube]
Welcome to the 2025 Screenshot Contest. From scenic views to action scenes—capture your cinematic screenshot(s) and submit them here:

Submission Form

Winning submissions may be featured as loading screens, on the store page, or in other locations. As a reward, winners will receive the Mythical Shutterbug Screenshot Contest Sweater and Mythical Shutterbug Instant Camera cosmetics. Submissions are open until April 15th!

Find the complete submission guidelines on the Submission Form. Get creative, and good luck!

Changelog


Balance Tweaks
  • All vanilla magazines can be salvaged.
  • Increased player movement air strafing acceleration.
Quality of Life
  • Added a separate keybind [Left Shift] for skipping item context menu action crafting menu.
  • Added a HUD element when outbound voice chat is turned off (optional). Helpful if multiplayer safety menu was skipped.
  • Prevent quick-salvaging mythicals or items with kill counters or ragdoll effects. This should help reduce cases of accidentally deleting valuable items, but we can still assist through our support site when/if it happens.
  • Ping display now shows Steam Networking Sockets client transport calculated ping. This is more accurate than the (now fallback) ping calculation.
Anti-Cheat
  • Show a disconnect message for HWID spoofer ban. (Previously a "shadowban.")
  • Removed once-per-input-frame limit on server-side line-of-sight checks. This better protects against bullet hit spoofing at the cost of higher server CPU usage.
  • Increased server hit validation leniency against players in vehicles. Reduces false negatives when shooting fighter jet pilots.
Servers
  • Added warning on loading screen when game connection ping is higher than in server browser.
  • Changed default admin commands Internet server list filter to Any rather than No.
  • Servers with a GSLT can be bookmarked without setting "bookmark host." This makes it easier to reconnect to private servers.
  • Clarified anycast proxy is often used for DDoS protection in warning.
  • Added an option for server host to indicate an anycast A2S proxy is in use. When manually indicated the ping warning isn't red.
Server Curation
  • Added support for built-in "recommended" curators. This will allow us to convert some of our moderation lists to the newer curation feature.
  • Added server curation option for default action: Show, hide, or move to bottom.
  • Curation list shows web list dat parsing errors.
  • Entering a workshop file URL in server curation field subscribes to it.
Modding
  • Added NPC Vendor options to override item descriptions.
  • Added Destructible object option to alert nearby zombies.
  • Added animal option to prevent move during startle animation.
  • Added support for traps requiring power to deal damage.
  • Added gun option to require aiming to shoot.
  • Added gun default magazine support for spawn tables allowing paintball guns to spawn with a hopper attached.
  • Added Lunar New Year holiday event support for NPCs.
  • Added NPC reward volume option to affect vehicle passengers.
  • Added Gun Attachment Event Hook for gun visuals corresponding to items in attachment slots.
  • Added Mob Alert Spawner component for mods to more easily startle nearby zombies and animals.
  • Included Russia quest chamber door in example assets.
Misc
  • Changed a variety of damage-related effects from unreliable to reliable replication mode because it was misleading if an explosion effect wasn't received.
  • Added More kill volumes in glitch spots on Washington.
  • Clarified "Too Far From Town" message as "Too Far From Zombies", and "Out Of Bounds" as "No Building Here".
  • Added "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. This is intended for achievement hunters who've moved on from the game but want to maintain their 100% completion status.
  • Added "-ResetSteamStatsAndAchievements" command-line flag to reset all progress on Steam achievements and stats.
Fixed
  • Scorpion cosmetic showing the wrong item slot in type. [Thanks elsultaan!]
  • Freecam up/down and scroll inputs while using menus. [Thanks Molt!]
  • Stop leaning when holding both lean inputs. [Thanks Colby!]
  • Hostile sentries ignoring unlocked vehicles. [Thanks Emir12345k!]
  • Incorrect caliber listed in HMG box description. [Thanks Zombs-R-Cute!]
  • Throwables able to play throwing sound twice. [Thanks Senior-S!]
  • Crawler tracks able to steer without fuel and underwater. [Thanks Berny747 and elsultaan!]
  • Abandoning quest not refreshing list in multiplayer. [Thanks Zombs-R-Cute!]
  • Incorrectly using the lower of Max_Instances and Min_Natural_Vehicles. [Thanks CatzMR!]
  • Default to saving vehicles outside ±40 km back into the level [Thanks Ankumo and Jdance!]
  • Mistake with CanParentVehicleBePickedUp property name. [Thanks MrGoBi!]
  • Recalculated normals on several buildings. [Thanks AdamDN!]
  • Name rich text tag check not strict enough. [Thanks BoomViz!]
  • Hide frame rate limit options when VSync is enabled. [Thanks AdamDN!]
  • Not using vehicle exit position when saving player in vehicle. [Thanks Zombs-R-Cute!]
  • Defaulting to walking sideways when first loading into server. [Thanks Zombs-R-Cute!]
  • Player destroyed if exiting vehicle on same frame as vehicle destroy requested. [Thanks Paradox304, DanielWillett, asineth0, Jdance, GazziFX, aerodakdev!]
  • Rio guard hat incorrectly hiding beards. [Thanks Flodo!]
  • Leaning state not sent reliably. [Thanks Arturbraun1408!]
  • Synchronize which animal attack animation is played. [Thanks DerpyHoowes, Gamingtoday093, Spyjack!]
  • Duplicate buttons for updating published workshop files. [Thanks Jdance!]
  • Explorer and Tank steering wheel models not visually turning. [Thanks analizin!]
  • Zombie attack damage not interrupted by stun. [Thanks Gion!]
  • Server not kicking for holiday redirects modified on client.
  • Some inconsistencies in cargo export data types.


Special thanks to DanielWillett for their help resolving a couple of issues while this update was on the preview branch!
Recent News


We started discussing plans to overhaul the map curation program, making it more accessible and promoting a wider variety of developers and content:
Map Curation Program

We announced our intention to prioritize releasing Unturned's source files:
Open Source Plans

Changes to Anycast Proxies


This update changes how we handle "anycast proxies" to better balance server hosts' need for DDoS protection (a primary use for anycast proxies) with player concerns about accurate connection quality.
  • Currently—to avoid misleading players—servers found to be using an anycast proxy are flagged. This has two effects: (1) ping has a red warning label about "anycast", and (2) 50 ms is added when sorting by ping to prevent these servers from incorrectly showing amongst the lowest ping servers.

Server owners have expressed that this solution feels too punishing, as anycast is often used to mitigate denial of service attacks. Changing in this update:
  • The warning label clarifies anycast is typically for DDoS protection: "Warning: this server uses an "anycast" proxy for DDoS protection, so in-game ping may be higher than shown."
  • Server hosts can flag their own servers with a new "Is_Using_Anycast_Proxy" option in Config.json. To incentivize this, when the host opts-in the ping isn’t shown in red.
  • When there is a significant difference (>50 ms) between server browser ping and in-game ping, a warning is displayed on the loading screen. This reads: "Warning: the in-game ping (X ms) is higher than the server browser ping (Y ms), likely due to a DDoS protection mechanism. High ping may cause laggier gameplay than expected."

Community Blog #034

Celebrating the Lunar New Year, featuring FouN’s “Yukon Remastered” mod, highlighting custom server filters, and more. The Community Blog returns for 2025!

Video: "THE KING OF UNTURNED IS BACK"


[previewyoutube][/previewyoutube]
Take a trip through some funny moments in this new video by DizzyD.

Curation, Commissions, and More

We're excited to announce several upcoming changes to the curated map program. Any change here is obviously going to be substantial – and is subject to change – so we wanted to lay out some of our plans early on.

This announcement is too long to include here. To learn about our current plan, tentative ideas, and other information:

https://steamcommunity.com/app/304930/discussions/0/601894864482792245/

Mod: Yukon Remastered
The Yukon Remastered mod by FouN.

The Yukon Remastered mod by FouN is an impressive map redesign and rebalance of the vanilla Yukon map, with a plan to eventually add NPC and quest content as well. They shared some insight into why they created the map, below:

Hey everyone!

Not so long ago, I released my map Yukon Remastered, which as the name implies it is a remaster of Yukon. I decided to remaster the map since a lot of the other official ones have already been remastered [by other players]. I feel like Yukon was always the overlooked map, so I wanted to give players a reason to come back to this map. I remade all of the locations with much more detail, added some NPCs and quests, as well as added a few more locations to be on par with the much more recent maps.

For me, Yukon holds a special place in my heart since it was always a survival map, and I love survival games. Nowadays, Unturned is mostly about PvP and RP, but when it first released it was all about survival, which I miss to an extent. I would recommend the map to anyone who wants to experience something different from the typical Unturned.

—FouN


Whether you're a fan of the vanilla experience, or want to try something new in this harsh arctic landscape, consider downloading the mod!

Mod: Chinese Spring Festival
The Chinese Spring Festival Mod, by 烟雨, 周润发, and Catz.

烟雨, 周润发, and Catz, in collaboration with the Unturned Chinese Community, created a mod to celebrate the Lunar New Year!

Light up the sky with fireworks; or decorate your home with lanterns, couplets, and a maneki-neko.

Community-made Server Filters

Did you miss this new feature? Players can create and share their own server list filters with other players. Label servers that you recommend, or only show servers belonging to your server network!

Some players have already created lists that label servers based on their content, follow certain guidelines, or are hosted in a specific region like China.

Find more Server Lists on the Steam Workshop, or learn to create your own with our official documentation.

Screenshots
Christmas screenshot by BobsUrUncle2306.

BananaCat and Mufeng.

Screenshot by FoxZinho.

Screenshot by Solayr.

Screenshot by 𝐅✘𝐍𝐊𝐎𝐑.

Q&A
Q. How can I reuse vanilla audio that isn't in the ExampleAssets for my mod?
Some assets have properties for assigning an AudioClip to certain interactions, such as when placing a structure. These use the Master Bundle Pointer data type. By including core.masterbundle as part of the property's value, you can reference vanilla AudioClips. For example: PlacementAudioClip core.masterbundle:Sounds/WoodenPlacement.mp3.

Q. When are the Artisan's Box and Bundle being removed from the crafting list?
We're not planning to remove either of these from the crafting list as this time. (Answered on our Forum.)

Q. Can I make zombies take less damage?
When changing the difficulty settings of your world, you can toggle weapons to use their Player Damage values against zombies instead of their normal Zombie Damage values. This makes most weapons less effective against zombies.

Q. Do masks (like the Balaclava) provide armor?
Masks don't provide any armor to players, despite supporting the armor property. However, zombies can benefit from any masks with an otherwise unused-armor value.

Send Us Your Questions!

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).

3.24.7.0 Update Notes

Crawler Tracks




Previously, the Explorer and Tank essentially had four invisible wheels and handled similarly to a regular car. Now, you can spin yourself dizzy, and they should be much more adept at crossing uneven terrain!

Trees




New tree models (version 3?) balancing the older vanilla art style with the (recently-removed) SpeedTree models. With these replaced, we're planning to run a new screenshot contest at the start of 2025! But first, we'd love to hear your thoughts on the models:

Steam Discussions Trees Feedback Thread SDG Forum Trees Feedback Thread

Credit for the new tree models goes to Toothy Deeryte! Contracting her to upgrade the trees was my first experience sharing the game's Unity project with a member of the modding community. She's a lovely, kind person and was patient with me as we experimented with collaborating this way. I'm feeling optimistic to work further with community members to upgrade the game in 2025! Huge thanks as well to Flodo for providing tons of helpful feedback to Toothy - I'll go more in depth about the story here in a "behind the scenes" blog post later.

Gameplay Changes


This update restores the grip to the Maplestrike! The previous change was intended to help other weapons keep up, as the Maplestrike has dominated PvP since its addition. However, many players felt this change detracted from its identity, and it felt worse for non-PvP players than simply tweaking the base recoil. We only slightly increased the recoil in consideration of the other recoil-related changes in this update.

Other notable changes to balance and gameplay include:
  • LMGs are now more effective at suppression, shooting 3-4x as many bullets at a time. We'd previously been considering specializing LMGs into suppression with near-miss effects, but are curious to see whether this is a more fun alternative.
  • Vanilla sentry guns are now "ammo efficient", with only a 25% chance (was 100%) to actually consume ammo/quality when firing. Hostile sentries gained an additional use, now being able to directly target enemy vehicles. We're hoping these changes will further encourage their use.
  • Explosions were rewritten to be more reliable and consistent. Small explosions like precision charges and explosive bullets in particular should see noticeable improvement.

As above, we've started dedicated feedback threads to hear what you think of the gameplay changes:

Steam Discussions Balance Feedback Thread SDG Forum Balance Feedback Thread

Server Browser Curation


Players, server hosts, and modders now have much more control over the server list! Anyone can create a curation list for everything from sharing recommendations, to regional filtering, to protecting your network against spoofing. We'll be curious to see the novel uses published to the workshop!

Read Documentation

Combo Crate Event

The items chosen from the Combo Crate 2024 Workshop Event are now available. There were quite a few new creators with lots of great submissions - thank you to everyone who entered! All of the items are available in a box or complete set bundle: the Business Briefcase through the Stockpile, and the Artisan's Makeshift Mystery Box through crafting.

Winter Sale


By popular request, the new items are releasing with the classic pricing, and the bundles are launching at a 25% discount. Additionally, items that we don't typically put on sale (like boxes) are discounted to the classic pricing, and if it's well-received we will revert the newer pricing!

Changelog


Added
  • Improved physics for the Explorer and Tank vehicles. They can pivot in place, and their treads conform to the terrain while moving.
  • Brand new tree models, aiming to strike a balance between the old models and (recently-removed) SpeedTree models.
  • "Server Browser Curation" feature allows anyone to create lists of filters/labels for the server browser. For example, to label servers based on region, or to hide impersonators. These lists can be shared through the Steam Workshop.
  • Added the craftable Artisan's Makeshift Mystery Box and Bundle. Contains 16 items from ComboCrate 2024.
  • Added the Business Briefcase Mystery Box and Bundle. Contains 16 items from ComboCrate 2024.
  • Left-click while zoomed in with Binoculars to set your waypoint to the targeted location.
  • Min_Natural_Vehicles gameplay config option allows for guaranteeing a minimum amount of naturally-spawned vehicles should always exist, regardless of the number of player-built vehicles on the map. (Even when it'd normally exceed the max instances of vehicles allowed.) Defaults to 16.
  • Objects can use the Rubble_Can_Zombies_Damage and Rubble_Zombie_Damage_Multiplier properties to make themselves attackable by zombies. Defaults to false.
  • Can_Target_Objects gameplay option for Zombies to attack certain objects in their path. Defaults to true.
  • Interactability_Animation_Component_Path property for objects to override animation component path.
  • Objects can use Load_Nav_On_Server and Load_Nav_In_Editor [bool] properties to choose when the the Nav gameobject is instantiated. Useful for objects that should (or shouldn't) affect navmesh baking while (or without) affecting collision with zombies. Defaults to true for Medium/Large objects.
  • Barricades and structures can use the Can_Zombies_Target [bool] options to make themselves attackable by zombies. Defaults to true.
  • New LeaningForce properties for vehicles, to scale steering leaning force with speed.
  • DriverTurretViewmodelMode property for guns to control how first-person arms are moved for turrets in the driver's seat.
  • Command-line "-UnredactedLogs" flag to turn off IP redaction in log files.
  • New script component to spawn explosions with all parameters available. ("Explosion Spawner" replaces the unintended Grenade/Rocket script usage.)
  • Red maple trees for use in the level editor. (Toothy found these in the old files. We're not sure what they were originally for!)
  • Asset data can now be exported into a MediaWiki template-readable format from the [F1] Workshop menu. This is intended for use on the official Unturned Wiki in conjunction with Cargo to help automate pages/templates, but could be useful for third-party projects.
Changed
  • Reworked how explosion hits are found and sorted. Hit detection and damage falloff should now be significantly more consistent with player's expectations.
  • Bushes (including berry bushes) have snow variants for the winter holiday.
  • Hostile-mode sentries can target vehicles directly.
  • Sentries are now ammo efficient, with only a 25% chance (was 100%) to actually consume ammo/quality when firing.
  • Increased Hell's Fury pellets per shot from 1 to 4. Damage has been split between these pellets, but is roughly the same if all pellets hit.
  • Increased Nykorev and Dragonfang pellets per shot from 1 to 3. Damage has been split between these pellets, but is roughly the same if all pellets hit.
  • Reduced HMG direct damage and increased explosion damage.
  • HMG Box requires High-Cal Military or Ranger ammunition. HMGs have become more prevalent in raiding following the aircraft requisition change on Russia, so we wanted to bring it more in line with the Dragonfang but with splash damage.
  • Increased Attack Heli and Fighter Jet price on Liberator from 13,000 to 16,000 experience. We don't want them to be too easy to get.
  • Skycranes / towing vehicles cannot hook vehicles with barricades on them unless all barricades specify CanVehicleHookWhileAttached. This was primarily to address physics issues, but RP servers can override with the property mentioned or OnHookVehicleRequested event.
  • Updated Tank model slightly, to better fit the new treads.
  • Redact IPs in BattlEye debug logging by default.
  • Interactable objects can toggle Nav object active.
  • Caliber_# attachment hook and bullet gravity multiplier supported for all attachment types.
  • Mostly finished deprecating older vehicle replication system.
  • Updated Json.NET to 13.0.3.
  • Increased Industrial Generator's fuel capacity by 50%. When completely filled, it can provide power for ~42 hours.
  • Increased Grenade salvaging to Explosives from 2:1 to 4:1.
  • Holding CTRL when clicking an item action linked blueprint crafts it if possible.
  • Maplestrikes can accept grip attachments again. To compensate, its recoil has been slightly increased instead.
  • Reduced Sharpshooter skill benefits from +50% to +40% at max level. This skill is a big contributor to weapon imbalance, and shortening the gap between max and unleveled should keep gunplay more consistent.
  • Reduced Horizontal Grip horizontal recoil control from +60% to +40%.
  • Reduced Vertical Grip vertical recoil control from +60% to +40%.
Fixed
  • Don't show item sale in news feed with IMGUI mode enabled. [Thanks RBMKBlaze!]
  • Log asset paths which exceed 260 characters (Windows MAX_PATH). [Thanks asineth0!]
  • Useable full type name wasn't supported. [Thanks iBowie and DerpyHoowes!]
  • Foliage baking exception if surface collider was destroyed. [Thanks asineth0!]
  • No icon for stockpile button. [Thanks LocoCZ!]
  • "/copycameratransform" when looking up. [Thanks Toothy!]
  • Sandbox folder name instead of path in origin name. [Thanks Molt!]
  • Not playing ignition sound when switching from passenger to driver seat. [Thanks Tiway!]
  • Color tags in exported vendor asset file names. [Thanks Molt!]
  • Trailing space on a few item names. [Thanks Molt!]
  • Exploit using an old GUI component to subscribe to other workshop files. [Thanks Jdance!]
  • Keep third-person bullet casings visible in first-person for turrets. [Thanks Renaxon!]
  • Sight attachments not using scope sway multiplier. [Thanks GazziFX!]
  • Zombies not turning while chasing a vehicle passenger. [Thanks Diddlyono!]
  • Snow glitter not shown on Washington and Germany. [Thanks Flodo!]
  • Memory leak generating skin icons in cosmetic inventory. [Thanks Desmond!]
  • Exception handling type request with null version. [Thanks DanielWillett!]
  • Explosion closest point test was including colliders on navmesh layer. [Thanks Renaxon!]
  • Don't use client Fake IP in ReadyToConnect per-address rate limiting.
  • Replaced vanilla uses of deprecated dat file properties with their newer equivalents. (E.g., Spread_Hip → Spread_Angle_Degrees.)
Special thanks to Diddlyono, DiFFoZ, Flodo, iBowie, Kopfstroh, Molt, and TSB for their help resolving a variety of issues while this update was on the preview branch!

3.24.7.1 Patch


Fixed
  • Unable to open server lobby screen in IMGUI mode. [Thanks Blaze!]
  • Auto-coverted old wheel configurations steering broken. [Thanks vduin1233 and Aiden9034!]

Community Blog #033

Last chance for ComboCrate 2024 submissions, updates to the Tales of Terror mod, a parody experience from the Five Nights at Nelson’s mod, and more!

ComboCrate 2024 – Last Chance!

Submissions for the ongoing ComboCrate 2024 event close on December 1st @ 11:59 p.m. Central Time (CT). There’s only a few days left!

View the original announcement for more information. Even if you aren’t participating, check out other people’s submissions!

View Original Announcement View ComboCrate 2024 Submissions

Video: Are Unturned Players Friendly?

[previewyoutube][/previewyoutube]
MTN visits a random Escalation server, eager to make friends—or at least secure a new fishing partner. Will he find what he’s looking for?

Mod: Tales of Terror – Difficulty Update!
The Tales of Terror mod, by Spyjack.
Even as Halloween passes, one cannot escape the horrors of Spyjack’s Tales of Terror! Experience the In The Fading Moonlight expansion alone or with friends. With smoother gameplay and a dynamic difficulty system, it’s the perfect time to return to this roguelite, dungeon-crawling experience by Spyjack.

Mod: Five Nights at Nelson’s
The Five Nights at Nelson’s mod, by Prostate and biedaktokox.
Can you survive (at least) five nights at Nelson’s?

This mod by biedaktokox and Prostate is a faithful parody of a familiar, pizzeria-featuring horror game. You will need to watch the cameras, close those doors, and manage your power usage in order to survive until 6:00 a.m.

Tree Models

In case you missed it: we recently removed the “SpeedTrees” graphical setting. This offered higher fidelity trees, but came with a number of issues that we touched on in the 3.24.6.0 Update Notes.

As part of this change, we are planning to replace all of the vanilla “legacy” tree models. You may have seen some older (and now outdated) revisions teased on our Forum. Updated tree models are planned to release in an upcoming update.

Once the trees have been sorted out, we look forward to running another Screenshot Contest!

Artwork Showcase
AWP Graphite with harp and winged stickers, by Bili_3885209.

‘Pain’ at Somewhere (Ural Mountains LN #6.5), by Dark_player2013.

Four Generations, Still, Unturned., by Diddlyono.

“Just vibing, and admiring the small things…”, by Mr. Ch3m4s.

Q&A
Q. Why are there red numbers everywhere in the level editor?
There’s a few reasons this could happen. 1) You might have toggled the visibility of Manual Object Culling volumes, which also displays the number of culled objects. 2) You might be in the Visibility tab; red numbers represent very object dense areas that could cause performance issues. (Answered on our Steam Discussions.)

Q. How can I add custom spawn tables to preexisting maps?
This is a fairly straightforward mod to create nowadays! You can create a custom SpawnAsset—similar to how someone might do so for their map—and then add the GUID of a map’s preexisting spawn table as a root. For example, adding 424d1cd228a4493890f3d7f101612447 as a root would add items from your custom spawn table to the preexisting Vehicle_Spraypaints spawn table.

Read More

Q. Is there a way I can view all GUIDs (or legacy IDs) when other peoples’ guides aren’t updated?
You can generate a spreadsheet of all GUIDs from the Workshop menu screens, by pressing F1 and choosing “Export Asset IDs”. This includes modded content!

Q. Can I increase the vehicle spawn limit?
This spawn limit is determined by the map’s size, and can be configured just like any other difficulty option! For example, the Max_Instances_Large setting affects Large-size maps such as Russia, Germany, and Hawaii. More information can be found on the “Gameplay Config” wiki page.

Q. How do Redirector Assets work?
When the game looks up an asset by GUID (or legacy ID), it will instead return the target asset configured in the Redirector. This is useful for maintaining backwards compatibility, e.g. if you’ve removed an item from your mod. This feature has official documentation. (Answered on our Forum.)

Read More

Send Us Your Questions!

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).

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