<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Smartly Dressed Games Blog</title><link>https://blog.smartlydressedgames.com/</link><description>Recent content on Smartly Dressed Games Blog</description><generator>Hugo</generator><language>en-CA</language><lastBuildDate>Thu, 11 Jun 2026 11:54:05 -0600</lastBuildDate><atom:link href="https://blog.smartlydressedgames.com/index.xml" rel="self" type="application/rss+xml"/><item><title>3.26.3.3 Patch Notes</title><link>https://blog.smartlydressedgames.com/posts/2026-06-11-3.26.3.3-patch-notes/</link><pubDate>Thu, 11 Jun 2026 11:54:05 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-06-11-3.26.3.3-patch-notes/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-06-11-3.26.3.3-patch-notes/images/featured.png" length="249488" type="image/png"/><description>Changelog for Unturned v3.26.3.3.</description><content:encoded>&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Updated sea level check to use static volumes optimization.&lt;/li&gt;
&lt;li&gt;Revised a blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup. (Thanks Frosty_Gas_9486 and Jdance!)&lt;/li&gt;
&lt;li&gt;Unable to set per-item-type workshop tag with submission menu localization installed. (Thanks hyj!)&lt;/li&gt;
&lt;li&gt;Unable to respawn at bed inside no-build zone with Bypass_No_Building_Zones enabled. (Thanks FF!)&lt;/li&gt;
&lt;li&gt;Enable skin material override for Alien Antennas. (Thanks Cali 2 team!)&lt;/li&gt;
&lt;li&gt;Trains not destroying barricades when reversing. (Thanks Cali 2 team!)&lt;/li&gt;
&lt;li&gt;Enabled emission for Dizzy Stars star particles to match their trails. (Thanks Rio Team!)&lt;/li&gt;
&lt;li&gt;Divine Duneman shirt preview mistakenly emissive. (Thanks Bond00j7777!)&lt;/li&gt;
&lt;li&gt;Comment component editor not marking object dirty. (Thanks DiFFoZ!)&lt;/li&gt;
&lt;li&gt;Level asset Min_Stealth_Radius being ignored. (Thanks DiFFoZ!)&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item><item><title>Community Blog #044</title><link>https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/</link><pubDate>Thu, 11 Jun 2026 11:00:05 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/images/featuredimage-community-blog.png" length="66509" type="image/png"/><description>&lt;p&gt;More curated map localizations, newer gameplay settings, Unturned servers, the Better Snare mod, and more!&lt;/p&gt;</description><content:encoded>&lt;p&gt;More curated map localizations, newer gameplay settings, Unturned servers, the Better Snare mod, and more!&lt;/p&gt;
&lt;h2 id="mod-better-snare"&gt;Mod: Better Snare&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/images/mod-better-snare-by-sassi.png" width="1024" height="576" loading="lazy"&gt;
&lt;p&gt;The Better Snare mod by Berra, Kaze, and Suffix adds custom snares that can temporarily trap unsuspecting players when triggered! They automatically reset after use, and an optional version includes a UI that shows trapped players how long remains before they are freed.&lt;/p&gt;
&lt;p&gt;This mod could be a great choice for servers looking to add more strategic (and plugin-free) ways for players to defend their bases.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3596452437" rel="external" target="_blank"&gt;&lt;strong&gt;Better Snare&lt;/strong&gt; is available on the Steam Workshop&lt;/a&gt;&lt;/p&gt;
&lt;h2 id="curated-map-localizations"&gt;Curated Map Localizations&lt;/h2&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3707778928" rel="external" target="_blank"&gt;California 2&lt;/a&gt; and &lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1983200271" rel="external" target="_blank"&gt;Easter Island&lt;/a&gt; have received new localizations! Thanks to community contributions, Brazilian Portuguese is now supported on California 2, and Simplified Chinese is now supported on Easter Island!&lt;/p&gt;
&lt;h2 id="new-gameplay-settings"&gt;New Gameplay Settings&lt;/h2&gt;
&lt;p&gt;As part of recent major updates, we’ve added several options for customizing gameplay rules and progression. These can be particularly useful on newer curated maps:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Bypass Building in Safezones&lt;/strong&gt;: allows building within safezones, such as the Liberator. This is enabled by default in singleplayer.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bypass No Building Zones&lt;/strong&gt;: allows building in areas normally restricted by the map that &lt;em&gt;aren’t&lt;/em&gt; safezones, such as cities and other points of interest on many curated maps.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Prevent Level Skill Overrides&lt;/strong&gt;: allows traditional leveling and skill progression on maps that would otherwise disable them.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="video-puruuu"&gt;Video: Puruuu&lt;/h2&gt;
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
 &lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/SJ6eLY_z5JE?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video"&gt;&lt;/iframe&gt;
 &lt;/div&gt;

&lt;p&gt;Follow Puruuu and friends through a hectic Limestone wipe as they establish a hidden base, fend off repeated raids, and launch a few of their own.&lt;/p&gt;
&lt;h2 id="community-spotlight-top-unturned-servers"&gt;Community Spotlight: Top Unturned Servers&lt;/h2&gt;
&lt;p&gt;We’re always excited to see players creating tools that support the game’s community. One recent example is &lt;a href="https://topunturned.com/" rel="external" target="_blank"&gt;Top Unturned Servers&lt;/a&gt;, a server listing and discovery platform for Unturned.&lt;/p&gt;
&lt;p&gt;Their website makes it easier for players to find active servers that match their interests, while giving server owners additional ways to showcase their communities. It even includes custom plugins and event creation tools for server owners.&lt;/p&gt;
&lt;p&gt;If you’re searching for a new place to play, or looking for ways to help your server reach more players, it’s worth a look.&lt;/p&gt;
&lt;h2 id="artworkscreenshots"&gt;Artwork/Screenshots&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/images/art-render-by-dyn4c4t.webp" width="1024" height="1024" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://www.reddit.com/r/unturned/comments/1shn9p0/" rel="external" target="_blank"&gt;3D render by u/Dyn4C4t.&lt;/a&gt;&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/images/screenshot-bus-base-by-sad_bodybuilder_6070.webp" width="1024" height="618" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://www.reddit.com/r/unturned/comments/1twjr0u/" rel="external" target="_blank"&gt;Bus base by u/Sad_Bodybuilder_6070.&lt;/a&gt;&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-06-11-community-blog-044/images/art-kryust-customplushie-bagged.webp" width="1280" height="1625" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3596295418" rel="external" target="_blank"&gt;Custom zombie plushie, by Kryust.&lt;/a&gt; Safely bagged to prevent accidental zombie bites.&lt;/p&gt;
&lt;h2 id="send-us-your-questions"&gt;Send Us Your Questions!&lt;/h2&gt;
&lt;p&gt;Thanks for reading!&lt;/p&gt;
&lt;p&gt;We regularly respond to questions posted on &lt;a href="https://steamcommunity.com/app/304930/discussions/" rel="external" target="_blank"&gt;Steam Discussions&lt;/a&gt;, &lt;a href="https://discord.gg/unturned" rel="external" target="_blank"&gt;Discord&lt;/a&gt;, or the community-ran &lt;a href="https://www.reddit.com/r/unturned" rel="external" target="_blank"&gt;r/Unturned subreddit&lt;/a&gt;! You can also message us via &lt;a href="mailto:moltonmontro@smartlydressedgames.com" rel="external" target="_blank"&gt;email&lt;/a&gt;, &lt;a href="https://bsky.app/profile/nelson.smartlydressed.games" rel="external" target="_blank"&gt;Bluesky&lt;/a&gt;, or &lt;a href="https://x.com/UnturnedOnSteam" rel="external" target="_blank"&gt;𝕏 (Twitter)&lt;/a&gt;.&lt;/p&gt;</content:encoded></item><item><title>3.26.3.2 Patch Notes</title><link>https://blog.smartlydressedgames.com/posts/2026-05-07-3.26.3.2-patch-notes/</link><pubDate>Thu, 07 May 2026 15:00:56 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-05-07-3.26.3.2-patch-notes/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-05-07-3.26.3.2-patch-notes/images/featured.png" length="249685" type="image/png"/><description>Changelog for Unturned v3.26.3.2.</description><content:encoded>&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Bypass_No_Building_Zones ignored by several redundant barricade-related checks.&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item><item><title>3.26.3.1 Patch Notes</title><link>https://blog.smartlydressedgames.com/posts/2026-05-05-3.26.3.1-patch-notes/</link><pubDate>Tue, 05 May 2026 10:01:29 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-05-05-3.26.3.1-patch-notes/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-05-05-3.26.3.1-patch-notes/images/featured.png" length="248557" type="image/png"/><description>Changelog for Unturned v3.26.3.1.</description><content:encoded>&lt;h2 id="changelog"&gt;Changelog&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Added&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&amp;ldquo;Prevent Level Skill Overrides&amp;rdquo; option for enabling leveling/skills on maps that disable it.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Changed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Levels with high numbers of volumes can opt-in to &amp;ldquo;Enable_Static_Volumes&amp;rdquo; which improves performance of volume overlap checks. (Thanks RBMKBlaze, Ghosticollis, and MCrow!)&lt;/li&gt;
&lt;li&gt;Separated &amp;ldquo;No Incoming Damage&amp;rdquo; safezone option from &amp;ldquo;No Weapons&amp;rdquo; to allow attacking safezone campers.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;2D Scopes with Dual Rendering Off not working with California 2 custom scope shaders. (Thanks AngelAbov3!)&lt;/li&gt;
&lt;li&gt;Peacemaker suitcase timer for left-handed characters. (Thanks mileslucas169!)&lt;/li&gt;
&lt;li&gt;Press vest text for left-handed characters. (Thanks oddowo and CPL!)&lt;/li&gt;
&lt;li&gt;Warning about UFO mythical auto random seed off. (Thanks Dizzpie!)&lt;/li&gt;
&lt;li&gt;California 2 shirt/pants missing 3D preview model. (Thanks TSB!)&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item><item><title>California 2</title><link>https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/</link><pubDate>Thu, 30 Apr 2026 10:00:39 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/featured.png" length="262988" type="image/png"/><description>Welcome to the Golden State of California! (&amp;hellip;2?)</description><content:encoded>&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
 &lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/kLlP9RasuWM?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video"&gt;&lt;/iframe&gt;
 &lt;/div&gt;

&lt;p&gt;We&amp;rsquo;re proud to unveil 6+ years of work and collaboration on Unturned&amp;rsquo;s biggest and most content-packed map of all time: welcome to the Golden State of &lt;strong&gt;California&lt;/strong&gt;!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;DEEP ENDGAME&lt;/strong&gt;: The extensive progression doesn&amp;rsquo;t end at the first or even second tier of Deadzone, but goes further, offering bigger and better rewards for those willing to take risks.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;PVE FRIENDLY&lt;/strong&gt;: With several NPC safezones offering 100+ quests and countless activities, easter eggs, secrets, storylines, and hidden locations to discover you&amp;rsquo;ll be kept plenty busy.&lt;/p&gt;
&lt;p&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/b99a961065ac388483d4a67e7f3d294df0c5e602.png" width="1280" height="667" loading="lazy"&gt;
&lt;strong&gt;TRULY MASSIVE&lt;/strong&gt;: At roughly 6x the size of California 1 this is far more than a remaster, it&amp;rsquo;s our greatest undertaking to date. (That&amp;rsquo;s not even counting the underground and secret out-of-bounds areas!)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;BESPOKE SOUNDTRACK&lt;/strong&gt;: Enjoy new music for many unique areas of the map!
&lt;strong&gt;TRANSLATED&lt;/strong&gt;: All of the map&amp;rsquo;s text is translated into Simplified Chinese, Traditional Chinese, Russian, and Ukranian!&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/793e1aeaa1a3b364f5db765e24776a5f1386298d.png" width="1280" height="704" loading="lazy"&gt;
&lt;h2 id="new-achievements"&gt;New Achievements&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/e6e8b64149fa19c778f76936a1adda9ac893e492.png" width="1280" height="1725" loading="lazy"&gt;
&lt;h2 id="free-items"&gt;Free Items&lt;/h2&gt;
&lt;p&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/39c076629e48bbf2bb4f8d8d74aef46ddb850eeb.png" width="1280" height="370" loading="lazy"&gt;
New playtime drops are available for the duration of the event! (April 30th through May 28th)&lt;/p&gt;
&lt;h2 id="premium-items"&gt;Premium Items&lt;/h2&gt;
&lt;p&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-30-california-2/images/74548c4967738aed9d5858d61f4dbc8136779348.png" width="1280" height="720" loading="lazy"&gt;
This project was created by August, Clue, Nolam, Spebby, Sultan, and Tiway. If you enjoy the map and would like to support them, consider checking out their new themed items in the Stockpile:
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/21094" rel="external" target="_blank"&gt;Red Mystery Box&lt;/a&gt;
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/2002" rel="external" target="_blank"&gt;Red Bundle&lt;/a&gt;
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/2004" rel="external" target="_blank"&gt;Operator Bundle&lt;/a&gt;
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/21090" rel="external" target="_blank"&gt;Blue Mystery Box&lt;/a&gt;
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/2001" rel="external" target="_blank"&gt;Blue Bundle&lt;/a&gt;
&lt;a href="https://store.steampowered.com/itemstore/304930/detail/2003" rel="external" target="_blank"&gt;Crystalmancer Bundle&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Special thanks from the California 2 team to alamogordo_, ashsswag, Big Raider, cucuycharles, Dylan Rhodes, Flodo, LIMONN, MCrow, Nardo, Neonik, Phoebe, Rexmeck, Skypoint, Spyjack, staswalle, and all of the testers who have supported the development of the map over the years.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Additional Links&lt;/strong&gt;
&lt;a href="https://youtu.be/-HK5nIkaHN8" rel="external" target="_blank"&gt;California 2 Cosmetics Showcase&lt;/a&gt;
&lt;a href="https://steamcommunity.com/workshop/filedetails/discussion/3707778928/796715497279417786/" rel="external" target="_blank"&gt;California 2 Bug Report Thread&lt;/a&gt;
&lt;a href="https://steamcommunity.com/workshop/filedetails/discussion/3707778928/796715497279417786/" rel="external" target="_blank"&gt;California 2 Feedback Thread&lt;/a&gt;
&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3707778928" rel="external" target="_blank"&gt;California 2 on the Steam Workshop&lt;/a&gt;&lt;/p&gt;
&lt;h2 id="faq"&gt;FAQ&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;What happened to the &amp;ldquo;Environmental&amp;rdquo; map?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&amp;ldquo;Environmental&amp;rdquo; in the &amp;ldquo;Next Curated Map Teaser&amp;rdquo; post was referring to the &lt;em&gt;environment&lt;/em&gt; of the next map (California 2), not a map named Environmental. Our apologies for this miscommunication!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What is a Curated Map?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Curated maps are high-quality, community-led projects integrated into the game through the Steam Workshop. Throughout development we introduce new features to accomplish the team&amp;rsquo;s vision, pushing forward the boundaries of the game&amp;rsquo;s modding support.
Newly released curated maps are automatically downloaded with the base game while they&amp;rsquo;re being promoted. They can also be installed or uninstalled at any time through the map&amp;rsquo;s Steam Workshop page or from your in-game mod list.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;How do I report a bug I found on California 2?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Please report bugs directly to the map team on the Steam Workshop page:&lt;/p&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/workshop/filedetails/discussion/3707778928/796715497279417786/" rel="external" target="_blank"&gt;California 2 Bug Report Thread&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;How can I share feedback about California 2?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You can share feedback on the Steam Workshop page:&lt;/p&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/workshop/filedetails/discussion/3707778928/796715497279417786/" rel="external" target="_blank"&gt;California 2 Feedback Thread&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;How do I play California 2 on my multiplayer server?&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Install the map by adding its Workshop file ID (3707778928) to your server&amp;rsquo;s WorkshopDownloadConfig.json file.&lt;/li&gt;
&lt;li&gt;Load the map on startup by adding the &lt;strong&gt;Map California2&lt;/strong&gt; option to your server&amp;rsquo;s Commands.dat file.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/servers/server-hosting.html#steam-workshop-mods" rel="external" target="_blank"&gt;WorkshopDownloadConfig.json Documentation&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/servers/server-hosting.html#commands" rel="external" target="_blank"&gt;Commands.dat Documentation&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Can I preserve my 100% completion status without returning to the game?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we&amp;rsquo;ve added an &amp;ldquo;-UnlockSteamAchievements&amp;rdquo; command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game&amp;rsquo;s launch options and run Unturned.
Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!&lt;/p&gt;
&lt;h3 id="32630-changelog"&gt;3.26.3.0 Changelog&lt;/h3&gt;
&lt;p&gt;Most additions for California 2 were introduced over the past four years. (The map&amp;rsquo;s been in development for 6+ years!) This update still contains a few changes, however:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Changed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Slightly improve performance for maps with high (1k+) zombie counts.&lt;/li&gt;
&lt;li&gt;Lowered stacked Experience Beret hour counts to line up with 2x, 3x, 4x.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Custom asset bundles in Unturned/Bundles folder incorrectly overriding core asset bundle. (Thanks hyjhkt and DiFFoZ!)&lt;/li&gt;
&lt;li&gt;Capturing cosmetic preview for items containing world-space particles. (Thanks TSB!)&lt;/li&gt;
&lt;li&gt;Symbiont Peacemaker skin emissive texture. (Thanks djrus69!)&lt;/li&gt;
&lt;li&gt;Spike in terrain on Yukon near the coast. (Thanks JoraShmel!)&lt;/li&gt;
&lt;li&gt;Order of items null checks in drop item request. (Thanks GazziFX!)&lt;/li&gt;
&lt;li&gt;Kick cheaters sending unrequested screenshots to server. (Thanks aerodakdev!)&lt;/li&gt;
&lt;li&gt;Toy Ace, Sweet Sprinkles Avenger, Toy Avenger, Banana Desert Falcon, Old Soldier Desert Falcon, Yellowcake Maschinengewehr, and Yellowcake Yuri skin emissive textures. (Thanks Molt!)&lt;/li&gt;
&lt;li&gt;Clothing takes priority over cosmetics transfers mythical positioning.&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item><item><title>3.26.2.3 Patch Notes</title><link>https://blog.smartlydressedgames.com/posts/2026-04-23-3.26.2.3-patch-notes/</link><pubDate>Thu, 23 Apr 2026 09:37:43 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-04-23-3.26.2.3-patch-notes/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-04-23-3.26.2.3-patch-notes/images/featured.png" length="249033" type="image/png"/><description>Changelog for Unturned v3.26.2.3.</description><content:encoded>&lt;h2 id="changelog"&gt;Changelog&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Added&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Quadruple-stacked Experienced beret.&lt;/li&gt;
&lt;li&gt;Dialogue command for testing specific dialogue assets. (/dialogue guid)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Changed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Sentries ignore vehicles if any passenger is their owner, not just the driver. (Or if locked by sentry&amp;rsquo;s owner/group, as before.)&lt;/li&gt;
&lt;li&gt;Levels can prevent selection if dependent workshop files are missing.&lt;/li&gt;
&lt;li&gt;Particle systems are auto-removed from server prefabs. (Previously limited to particle system &lt;em&gt;renderers&lt;/em&gt;.)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Two race conditions when loading assets. (Thanks DiFFoZ!)&lt;/li&gt;
&lt;li&gt;Hanuberry Seed harvesting for wrong item. (Thanks Kcah951!)&lt;/li&gt;
&lt;li&gt;No. 5 Blowtorch skin metallic overly strong. (Thanks Umbra!)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="california-20-curated-map-trailer"&gt;California 2.0 Curated Map Trailer&lt;/h2&gt;
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
 &lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/kLlP9RasuWM?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video"&gt;&lt;/iframe&gt;
 &lt;/div&gt;

&lt;p&gt;P.S. Check out the California 2.0 trailer! The map releases next Thursday, April 30th.&lt;/p&gt;</content:encoded></item><item><title>Inside the Fishing Rework</title><link>https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/</link><pubDate>Thu, 02 Apr 2026 10:02:47 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/featuredimage-fishingblogpost.png" length="475686" type="image/png"/><description>Our newest Unturned update features a whole &lt;strong&gt;school&lt;/strong&gt; of fishing changes, and we&amp;rsquo;re &lt;strong&gt;reeling&lt;/strong&gt; with excitement! Not only to see how players &lt;strong&gt;tackle&lt;/strong&gt; the unique fish behaviors, but also because it brings a bunch of &lt;strong&gt;tuna&lt;/strong&gt;ble settings for modders to experiment with.</description><content:encoded>
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/fishupdatebanner.png" width="1280" height="360" loading="lazy"&gt;
&lt;p&gt;Our &lt;a href="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/" title="3.26.2.0: Wild Harvest"&gt;newest Unturned update&lt;/a&gt; features a whole &lt;strong&gt;school&lt;/strong&gt; of fishing changes, and we&amp;rsquo;re &lt;strong&gt;reeling&lt;/strong&gt; with excitement! Not only to see how players &lt;strong&gt;tackle&lt;/strong&gt; the unique fish behaviors, but also because it brings a bunch of &lt;strong&gt;tuna&lt;/strong&gt;ble settings for modders to experiment with.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Did those &lt;strong&gt;fin&lt;/strong&gt;-tastic puns &lt;strong&gt;pike&lt;/strong&gt; your interest?&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Of course, these changes are optional. Mods can keep using older features, and we&amp;rsquo;ve added a difficulty setting for disabling the &amp;ldquo;Catch Challenge&amp;rdquo; minigame outright if it&amp;rsquo;s just not for you.&lt;/p&gt;
&lt;p&gt;Assuming your interest was piqued, this blogpost is meant for you. These features went through waves of changes during development, and our playtesting taught us a lot about what works well… and what doesn&amp;rsquo;t. We&amp;rsquo;ve compiled our notes so modders can learn from our mistakes!&lt;/p&gt;
&lt;h2 id="why-did-we-change-fishing"&gt;Why Did We Change Fishing?&lt;/h2&gt;
&lt;p&gt;Let&amp;rsquo;s talk core design philosophy. Our reasons behind changing fishing, and benefits from doing so.&lt;/p&gt;
&lt;p&gt;Originally, fishing loot was tied to the fishing rod used. This is quite limiting, and made fishing rods identical during normal gameplay – except for the Upgraded Fishing Rod, which could catch Giant Squid at a 0.31% chance. Custom maps often needed to create their own fishing rods, just so they could customize the map&amp;rsquo;s fishing loot. An extra step that should be unnecessary.&lt;/p&gt;
&lt;p&gt;This led to us creating map-specific loot tables for fishing. It&amp;rsquo;s a more seamless solution, and you can even create maps where your loot depends on which water source you&amp;rsquo;re fishing in! Germany&amp;rsquo;s ponds have been updated with this in mind.&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/germanyfishchart.png" width="1280" height="575" loading="lazy"&gt;
&lt;p&gt;Though equally important – if not more – is that fishing rods can have meaningful differences. Rather than having unique loot tables, we added a &amp;ldquo;Catch Challenge&amp;rdquo; minigame and let each rod perform differently. This gives modders a better reason to create custom rods!&lt;/p&gt;
&lt;h2 id="designing-fishing-rods"&gt;Designing Fishing Rods&lt;/h2&gt;
&lt;p&gt;Fishing rods have 10 new properties in this update! To maintain backwards compatibility, mods must manually enable support for the new minigame and map-specific loot tables.&lt;/p&gt;
&lt;p&gt;Our standard Fishing Rod&amp;rsquo;s stat block is otherwise identical to the default values for these properties. For reference, that looks like this:&lt;/p&gt;
&lt;pre tabindex="0"&gt;&lt;code&gt;// Enable new features
Fishing_Reward_Mode WaterVolumes
CatchChallenge_Enabled true

// Default minigame values
CatchChallenge_CursorSize 0.2
CatchChallenge_Gravity 1.0
CatchChallenge_Acceleration 1.0
CatchChallenge_UpperRestitution 0.5
CatchChallenge_LowerRestitution 0.5
CatchChallenge_CaptureSpeed 1.0
CatchChallenge_EscapeSpeed 1.0

// Fish bite frequency (default)
Fish_Bite_Interval_Multiplier 1
&lt;/code&gt;&lt;/pre&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/fishingcursorsizes.png" width="1280" height="575" loading="lazy"&gt;
&lt;p&gt;Comparing cursor sizes at 0.1 (Birch Rod), 0.135 (Pine Rod), 0.2 (Fishing Rod), and 0.25 (Upgraded Fishing Rod).&lt;/p&gt;
&lt;p&gt;&lt;code&gt;CursorSize&lt;/code&gt; controls the literal size of the player&amp;rsquo;s cursor during the minigame. With a default of &lt;code&gt;0.2&lt;/code&gt;, it takes up 20% of the water column. This may seem generous, but even skilled players may find it challenging when considering all properties at play.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Gravity&lt;/code&gt; and &lt;code&gt;Acceleration&lt;/code&gt; control the downwards and upwards acceleration of the cursor. Lower values can make a rod feel sluggish to respond, as cursors have momentum and cannot change direction immediately.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;UpperRestitution&lt;/code&gt; and &lt;code&gt;LowerRestitution&lt;/code&gt; affects the intensity of the bounce caused when the cursor bumps into the edges of the water column. These properties allow for skill expression, by penalizing players who lack control over their cursor. Skilled players can even use the bounce to their advantage when chasing a fast-moving fish.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;CaptureSpeed&lt;/code&gt; and &lt;code&gt;EscapeSpeed&lt;/code&gt; are multipliers on how quickly a fish can be caught or escape during the minigame.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Fish_Bite_Interval_Multiplier&lt;/code&gt; affects the frequency you hook something. For example, you can double the frequency by setting this to 2. Weather can also be configured to affect the frequency, and these multipliers stack!&lt;/p&gt;
&lt;p&gt;Cursor size, acceleration and gravity, and escape speed are the most impactful stats when designing a fishing rod that struggles to catch high-tier fish. Size and acceleration can make it difficult to track your fish, while a penalty to escape speed could mean that a high-tier fish escapes nearly instantly after leaving your cursor.&lt;/p&gt;
&lt;p&gt;On the other hand, capture speed and restitution have little impact on difficulty. If the cursor passes the fish, the escape bar is immediately reset. By setting a very low capture speed, it may be more annoying than challenging. Similarly, too high of a restitution value can lead to infinite bouncing.&lt;/p&gt;
&lt;p&gt;We recommend designing fishing rods around the Salmon, as that&amp;rsquo;s our default fish behavior. Alternatively, decide what the standard fish should be on &lt;em&gt;your&lt;/em&gt; map, and then scale other fish and custom rods around that!&lt;/p&gt;
&lt;h2 id="tiers-of-fishing-rods"&gt;Tiers of Fishing Rods&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/fishingrodprogression.png" width="1280" height="360" loading="lazy"&gt;
&lt;p&gt;With the standard Fishing Rod as our baseline, we wanted a soft sense of progression for players using our vanilla fishing rods.&lt;/p&gt;
&lt;p&gt;Wooden rods are expectantly worse than the standard rod. Though most items with wood variants have their own progression with Birch → Maple → Pine, we decided to take a different approach for the fishing rods. Instead: Birch, Maple, and Pine are sidegrades to each other, each with a unique tradeoff.&lt;/p&gt;
&lt;p&gt;Birch Rods have a smaller cursor, Maple Rods have slower acceleration and gravity, and Pine Rods have higher restitution. These sidegrades give players options based on their comfortability with different fishing mechanics.&lt;/p&gt;
&lt;p&gt;Some players may get lucky and find themselves with an Upgraded Fishing Rod, which can now be acquired on all maps. Since loot is no longer rod-specific, we&amp;rsquo;ve made the Upgraded Fishing Rod handle significantly better than other fishing rods. Though, the main benefit is that the most challenging fish – like Tuna and Giant Squid – are more feasible to catch.&lt;/p&gt;
&lt;p&gt;Our early stat blocks for this overhaul had greater differences between each tier of fishing rod. This was very effective at preventing players from catching fish outside their tier, but was unfun in practice. Less is more, and our current stat blocks ensure almost every fish is catchable regardless of the rod used, given enough skill.&lt;/p&gt;
&lt;h2 id="fish-behavior"&gt;Fish Behavior&lt;/h2&gt;
&lt;p&gt;Although we&amp;rsquo;ve used the word &amp;ldquo;fish&amp;rdquo;, any item can be added to the fishing minigame and have unique behavior. Items have a new dictionary with 16 properties for configuring their behavior.&lt;/p&gt;
&lt;p&gt;Items without a unique behavior use our default values instead, just like our Salmon:&lt;/p&gt;
&lt;pre tabindex="0"&gt;&lt;code&gt;Fishing_Catchable
{
	Min_Relocate_Interval 1.5
	Max_Relocate_Interval 2
	Max_Upward_Acceleration 1.5
	Max_Downward_Acceleration 1.2
	Max_Upward_Speed 0.6
	Max_Downward_Speed 0.45
	Upper_Restitution 0.6
	Lower_Restitution 0.4
	Min_Target_Delta 0.3
	Max_Target_Delta 0.4
	Min_Target_Position 0.1
	Max_Target_Position 0.9
	Capture_Duration 2
	Escape_Duration 2
	Spring_Stiffness 16
	Spring_Damping 4
}
&lt;/code&gt;&lt;/pre&gt;&lt;p&gt;With so many options, this can be a really helpful baseline when creating custom fish behaviors. These default values were also balanced with the vanilla fishing rods in mind. High difficulty for wooden rods, medium difficulty for the standard rod, and low difficulty for the upgraded rod.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Relocate_Interval&lt;/code&gt; is how often the fish changes target position. By default, this is between 1.5 and 2 seconds. Smaller ranges means movement happens more consistently. Fish can select a new target position even if they haven&amp;rsquo;t reached their current target.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Acceleration&lt;/code&gt; controls how quickly the fish accelerates when moving upwards or downwards.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Speed&lt;/code&gt; is a cap on how quickly a fish is allowed to move. Fish cannot accelerate past their max speed.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Restitution&lt;/code&gt; affects the &amp;ldquo;bounciness&amp;rdquo; caused when the fish collides with the edge of the water column. At a low value, this makes your fish bounce very slightly – which can look nicer than having it sit idly on the bottom, even if it doesn&amp;rsquo;t affect the difficulty. At a high value, this can cause your fish to quickly move in the opposite direction – greatly decreasing predictability.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Target_Delta&lt;/code&gt; controls the distance between target positions. Smaller values means less distance between the old and new target positions.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Target_Position&lt;/code&gt; is where the fish is allowed to target. For example, 0 would be the very bottom of the water column, and 1 is the very top edge. Although fish can only target within this range, it is possible for them to travel outside it when carried by their momentum.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Capture_Duration&lt;/code&gt; and &lt;code&gt;Escape_Duration&lt;/code&gt; determine how long it takes for the fish to be captured or escape, respectively.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Spring_Stiffness&lt;/code&gt; and &lt;code&gt;Spring_Damping&lt;/code&gt; controls the jerk (also known as jolt). This is the rate of change in the fish&amp;rsquo;s acceleration over time. Stiffness is the coefficient for how quickly to accelerate towards the target, and damping is the coefficient for how quickly to decelerate when approaching the target. High springiness with low damping causes oscillation – circling the target rather than settling. Low springiness and high damping would be very sluggish to respond to the target.&lt;/p&gt;
&lt;p&gt;Our default behavior is fairly predictable. Due to the configured target deltas and possible target positions, fish with these settings almost always move &lt;strong&gt;Up/Down&lt;/strong&gt;. Rarely, when ending near an edge, they may move &lt;strong&gt;Up2/Down&lt;/strong&gt; or &lt;strong&gt;Up/Down2&lt;/strong&gt; instead.&lt;/p&gt;
&lt;p&gt;Once players understand the rules for how your fish can move, it becomes much easier to catch. Used correctly, each setting can affect the difficulty and predictability of your fish&amp;rsquo;s behavior.&lt;/p&gt;
&lt;h2 id="fishy-archetypes"&gt;Fishy Archetypes&lt;/h2&gt;
&lt;p&gt;Breaking fishing loot into tiers is helpful when deciding how challenging each minigame should be. For example:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Easy:&lt;/strong&gt; Shrimp, Minnow, Goldfish&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Medium:&lt;/strong&gt; Salmon, Trout, Bass&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hard:&lt;/strong&gt; Giant Trevally, Tuna, Giant Squid&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Fish behaviors can then be designed with the corresponding tier of fishing rod in mind, and some fish (like the Dolphinfish or Lobster) can bridge the gaps between tiers for an even smoother difficulty progression.&lt;/p&gt;
&lt;p&gt;To give each fish more personality, we were inspired by some real-world fish behaviors. Although we can&amp;rsquo;t replicate those exact behaviors, our current fish can be split across 4 archetypes: jumpers, long runners, bottom fighters, and oscillators.&lt;/p&gt;
&lt;p&gt;Oscillators tend to be the most challenging. High springiness, short movement intervals, and high restitution makes them unpredictable. This can be annoying if overused, but interesting when reserved for your rarest fish. For example, the Giant Squid!&lt;/p&gt;
&lt;h2 id="what-else"&gt;What Else?&lt;/h2&gt;
&lt;p&gt;Although we hope this blogpost is helpful to modders in our community, we&amp;rsquo;ve updated our official modding documentation too!&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/items/fisher-asset.html" rel="external" target="_blank"&gt;Creating Fishing Rods&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/items/fishing-catchable-properties.html" rel="external" target="_blank"&gt;Creating Catchable Items&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/assets/spawn-asset.html" rel="external" target="_blank"&gt;Custom Spawn Tables&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/assets/level-asset.html#level-assets" rel="external" target="_blank"&gt;Custom Level Settings&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://docs.smartlydressedgames.com/en/stable/assets/weather-asset.html#properties-reference" rel="external" target="_blank"&gt;Custom Weather&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Some other details you may find helpful, in rapid-fire:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Maps can set a default spawn table to use while fishing.&lt;/li&gt;
&lt;li&gt;Water volumes can override that default spawn table.&lt;/li&gt;
&lt;li&gt;Minimum depth required to fish can be configured per water volume.&lt;/li&gt;
&lt;li&gt;Like any other spawn table, vanilla spawn tables can be expanded by mods.&lt;/li&gt;
&lt;li&gt;Fishing rods can set a default spawn table that should be used if the map doesn&amp;rsquo;t have any spawn tables configured. This is useful for backwards compatibility!&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Thank you supporting the game! We hope you&amp;rsquo;re enjoying the &lt;strong&gt;&lt;a href="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/" title="3.26.2.0: Wild Harvest"&gt;Wild Harvest&lt;/a&gt;&lt;/strong&gt; update.&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/images/genericfishbanner.png" width="1280" height="360" loading="lazy"&gt;</content:encoded></item><item><title>3.26.2.0: Wild Harvest</title><link>https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/</link><pubDate>Thu, 02 Apr 2026 10:01:28 -0600</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/images/featured.png" length="295218" type="image/png"/><description>Fishing overhaul, clay ore into bricks, food revamps, and much, much more!</description><content:encoded>&lt;figure&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/images/776c9e1ea3ca366824afa83c4e92f31cb866c705.png" width="1280" height="360" loading="lazy"&gt;
		&lt;figcaption&gt;Fishing is more challenging, but also more rewarding!&lt;/figcaption&gt;
		&lt;/figure&gt;
&lt;figure&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/images/d62ce39e669912a0647080f005e84ad9f9a147cf.png" width="1280" height="360" loading="lazy"&gt;
		&lt;figcaption&gt;Mine clay and smelt it into bricks!&lt;/figcaption&gt;
		&lt;/figure&gt;
&lt;figure&gt;
		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-04-02-3.26.2.0-wild-harvest/images/9b410ca56004c0bb74066fef5122cb012bde1a60.png" width="1280" height="360" loading="lazy"&gt;
		&lt;figcaption&gt;Forage wild mushrooms, an alternative food source!&lt;/figcaption&gt;
		&lt;/figure&gt;
&lt;h2 id="summary"&gt;Summary&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;When a fish takes the bait you must reel it in before it&amp;rsquo;s caught. Many new fish (and other items) can be found while fishing!&lt;/li&gt;
&lt;li&gt;Craft a Pottery Kiln to smelt the new Clay resources into Bricks. You can now build any structure from Bricks, including (finally!) triangular trapdoor holes.&lt;/li&gt;
&lt;li&gt;Berries have been rebalanced around individual stats, and complimented by new Wild Mushrooms.&lt;/li&gt;
&lt;li&gt;Cook new recipes with new ingredients, and enjoy remastered eating animations for most food!&lt;/li&gt;
&lt;li&gt;Much more, including options for building in Safezones and the return of Foliage Off! Check out the Full Changelog for more details.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="credits"&gt;Credits&lt;/h2&gt;
&lt;p&gt;Dogfood created most of the awesome new items and animations in this update. MoltonMontro implemented the overwhelming number of balancing, writing, and level design changes. Huge thanks to them both for all their hard work!&lt;/p&gt;
&lt;h2 id="full-changelog"&gt;Full Changelog&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Clay &amp;amp; Base Building&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added Clay which is mineable on all maps, often underwater. (ID 1926)&lt;/li&gt;
&lt;li&gt;Added Pottery Kiln for making Bricks from Clay (and a couple other things). (ID 1927)&lt;/li&gt;
&lt;li&gt;Added Ceramic Plate and Ceramic Bowl. (IDs 1928, 1930)&lt;/li&gt;
&lt;li&gt;Added brick variants of floors, triangular floors, roofs, triangular roofs, holes, stairs, and ramps. (IDs 1979-1986)&lt;/li&gt;
&lt;li&gt;Added triangular trapdoor holes. (IDs 1987-1990)&lt;/li&gt;
&lt;li&gt;Triangular floors and roofs now have a unique model when held, dropped, or viewed in the inventory.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fishing&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;When a fish takes the bait you must complete a challenge before it&amp;rsquo;s caught. (Requires map to support it, can be disabled from &lt;strong&gt;Advanced Config&lt;/strong&gt;.)&lt;/li&gt;
&lt;li&gt;Catchable loot is now map-specific. This means some fish are more common (or much rarer) depending on the map.&lt;/li&gt;
&lt;li&gt;Fish are caught more frequently during rainstorms.&lt;/li&gt;
&lt;li&gt;Wooden Rods are weaker than the standard rod. Each wood type has slightly different stats, acting as sidegrades to each other. The Upgraded Fishing Rod is a direct upgrade to the standard rod.&lt;/li&gt;
&lt;li&gt;Added Seaweed. (ID 1958)&lt;/li&gt;
&lt;li&gt;Added Shrimp. (IDs 1952-1953)&lt;/li&gt;
&lt;li&gt;Added Goatfish. (IDs 1954-1955)&lt;/li&gt;
&lt;li&gt;Added Northern Pike. (IDs 1959-1960)&lt;/li&gt;
&lt;li&gt;Added Dolphinfish. (IDs 1956-1957)&lt;/li&gt;
&lt;li&gt;Added Lobster. (IDs 1965-1966)&lt;/li&gt;
&lt;li&gt;Added Giant Trevally. (IDs 1963-1964)&lt;/li&gt;
&lt;li&gt;Added Tuna. (IDs 1961-1962)&lt;/li&gt;
&lt;li&gt;Added Pike Blueprint for crafting the Pike, rarely available from fishing. (IDs 1867, 1992)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Mushrooms&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added foragable mushrooms to all maps! They&amp;rsquo;re somewhat rare and can typically be found under trees.&lt;/li&gt;
&lt;li&gt;Updated the tutorial to include mushrooms.&lt;/li&gt;
&lt;li&gt;Added Brown Cap and Red Spotted Mushrooms. (IDs 1932, 1934)&lt;/li&gt;
&lt;li&gt;Added Roasted Brown Cap and Red Spotted Mushrooms. (IDs 1936-1937)&lt;/li&gt;
&lt;li&gt;Added Mushroom Stew. (ID 1938)&lt;/li&gt;
&lt;li&gt;Added Mushroom Pizza. (ID 1939)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Cooking&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added Lobster Roll, a favourite of PEI locals! (ID 1977)&lt;/li&gt;
&lt;li&gt;Added Poke Bowl. (ID 1974)&lt;/li&gt;
&lt;li&gt;Added Salmon Meunière. (ID 1975)&lt;/li&gt;
&lt;li&gt;Added Stargazy Pie. (ID 1976)&lt;/li&gt;
&lt;li&gt;Added Seaweed Soup. (ID 1978)&lt;/li&gt;
&lt;li&gt;Added Vegetable Stew. (ID 1931)&lt;/li&gt;
&lt;li&gt;Added Baked Potato. (ID 1929)&lt;/li&gt;
&lt;li&gt;Added Cooked Rice. (ID 1946)&lt;/li&gt;
&lt;li&gt;Added Rice. (ID 1944)&lt;/li&gt;
&lt;li&gt;Added Sugarcane. (ID 1948)&lt;/li&gt;
&lt;li&gt;Added Sugar. (ID 1950)&lt;/li&gt;
&lt;li&gt;Added sandwiches for all of the new fish. (IDs 1967-1973)&lt;/li&gt;
&lt;li&gt;Added an alternative recipe for Pizza using Canned Beef.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Farming&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added Brown Cap and Red Spotted Mushroom Seeds. (IDs 1933, 1935)&lt;/li&gt;
&lt;li&gt;Seeds for Rice and Sugarcane can spawn in botanist shops and libraries. (IDs 1945, 1949)&lt;/li&gt;
&lt;li&gt;Increased growth time of berry, potato, pumpkin, and tomato seeds.&lt;/li&gt;
&lt;li&gt;Reduced growth time of corn and wheat seeds.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Berry Rebalance&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Each berry has been redesigned around a specific stat. This includes changing their names and colors.&lt;/li&gt;
&lt;li&gt;Added the Hanuberry. (IDs 571-574)&lt;/li&gt;
&lt;li&gt;Reduced berry pie crafting cost from 4 refined berries down to 3.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Consumeable Updates&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Updated eating animations for candy bars, canned foods, sandwiches, doughnuts, pancakes, waffles, bread, cake, pies, chips, MREs, pizza, and meat.&lt;/li&gt;
&lt;li&gt;Added Dressing Blueprint to libraries, which provides an alternative method for crafting Dressings without needing a workstation. (ID 1991)&lt;/li&gt;
&lt;li&gt;Buffed Heatstim from ~9 seconds of Warmth to ~20 seconds.&lt;/li&gt;
&lt;li&gt;Buffed most fish and fish sandwiches to restore more water when eaten.&lt;/li&gt;
&lt;li&gt;Rebalancing to many food, water, energy, and infection values to make high-end consumeables more useful.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Difficulty Options&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added option to allow building in Safezones, and defaulted to allowed in singleplayer. This means you can build on the Liberator now! (Bypass_Building_In_Safezones)&lt;/li&gt;
&lt;li&gt;Added options to allow building in No-Build Zones. Useful for many custom maps that restrict building in points of interest such as towns and cities. (Bypass_No_Building_Zones)&lt;/li&gt;
&lt;li&gt;Added server option to require minimum Low grass density. Since this affects accessibility it is highlighted in the server lobby screen. Hosts of hardcore PvP servers may wish to enable this. (Disable_Foliage_Off)&lt;/li&gt;
&lt;li&gt;Added skill cost multiplier option. (Skill_Cost_Multiplier)&lt;/li&gt;
&lt;li&gt;Added option to turn off fishing catch challenge. Defaults to enabled, but the fishing rod and map must both support this feature as well. (Enable_Fishing_Catch_Challenge)&lt;/li&gt;
&lt;li&gt;Added options to scale fish bait/luring speed. (Min_Fishing_Bite_Interval, Max_Fishing_Bite_Interval, and Fishing_MaxStrength_Bite_Interval_Multiplier)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Map Changes&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Added foragable hanuberry bushes to all maps except Russia.&lt;/li&gt;
&lt;li&gt;Hanuberries can be purchased from T.Rickster&amp;rsquo;s Blackmarket on Russia.&lt;/li&gt;
&lt;li&gt;Newly-added fish and Giant Squid are sellable to Chef Leonard on Russia. (Squid is only sellable after completing &amp;ldquo;The One That Got Away&amp;rdquo;.)&lt;/li&gt;
&lt;li&gt;Added mineable clay nodes to all maps.&lt;/li&gt;
&lt;li&gt;Added &amp;ldquo;Lighthouse&amp;rdquo; spawntable. Contains similar loot to campgrounds, along with a new Rainsuit clothing set. (IDs 1994-1996)&lt;/li&gt;
&lt;li&gt;Added &amp;ldquo;Library&amp;rdquo; spawntable. Just like any good library-of-things, they contain a wide variety of supplies along with rare blueprints.&lt;/li&gt;
&lt;li&gt;Moved a couple of player spawnpoints on PEI away from Summerside Military Base.&lt;/li&gt;
&lt;li&gt;Updated area around PEI&amp;rsquo;s Lighthouse with a small cave, larger navmesh, and some more zombies.&lt;/li&gt;
&lt;li&gt;Removed trees/foliage hidden under Yukon&amp;rsquo;s ice lakes.&lt;/li&gt;
&lt;li&gt;Fixed typo on some festive content.&lt;/li&gt;
&lt;li&gt;Tweaked Germany&amp;rsquo;s ponds to be considered &amp;ldquo;Dirty&amp;rdquo; rather than &amp;ldquo;Salty&amp;rdquo;. It&amp;rsquo;s not as good as drinking clean water, but it&amp;rsquo;s better than saltwater.&lt;/li&gt;
&lt;li&gt;Germany has separate fishing spawntables depending on if it&amp;rsquo;s Freshwater or Saltwater. (The bottom of the waterfall and the pond in the SE.)&lt;/li&gt;
&lt;li&gt;Coconuts spawn on vanilla maps now! Find them in grocers/kitchens. (IDs 1452-1453)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Modding&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Catchable fish can be configured per-water-volume as well as per-level.&lt;/li&gt;
&lt;li&gt;Water volumes can override the minimum depth necessary for fishing.&lt;/li&gt;
&lt;li&gt;Individual items can customize difficulty of fishing catch challenge.&lt;/li&gt;
&lt;li&gt;Doubled the maximum active audio source limit. This reduces the likelihood of sounds cutting out in dense soundscapes, particularly in heavily-populated multiplayer servers.&lt;/li&gt;
&lt;li&gt;Added CustomCredits to level Config.json for additional credits sections.&lt;/li&gt;
&lt;li&gt;Added custom weather Ambient_Audio_Takes_Priority_Over_Ambiance_Volumes and Fish_Bite_Interval_Multiplier options.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For modders interested in the fishing changes, check out this post on our blog:
&lt;a href="https://blog.smartlydressedgames.com/posts/2026-04-02-inside-the-fishing-rework/" title="Inside the Fishing Rework"&gt;Inside the Fishing Rework&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Miscellaneous&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Restored ability to turn grass off entirely. Since this affects PvP game balance, server hosts can require the old minimum of Low (see Difficulty Options section).&lt;/li&gt;
&lt;li&gt;Non-hair cosmetics using hair/beard colors have a default color for non-gold players.&lt;/li&gt;
&lt;li&gt;Replaced the Spinning Wheel with the Sewing Table. It has the same functionality and a similar recipe. (ID 1924) The Sewing Table is easier to find when searching for Sewing Capabilities, and fits in more similarly with the other workstations.&lt;/li&gt;
&lt;li&gt;Added the Sewing Workstations Blueprint, available from libraries. Allows crafting the Spinning Wheel and Loom, which are alternative options for sewing capabilities. (IDs 1922-1923, 1993)&lt;/li&gt;
&lt;li&gt;Prevent accidentally skipping NPC dialogue right after it finishes playing.&lt;/li&gt;
&lt;li&gt;Toggling Gore setting affects objects while level is loaded.&lt;/li&gt;
&lt;li&gt;Foragable resource Stump prefab is only visible while harvested.&lt;/li&gt;
&lt;li&gt;Updated brick structure item descriptions and rarity.&lt;/li&gt;
&lt;li&gt;Renamed &amp;ldquo;Squid&amp;rdquo; to &amp;ldquo;Giant Squid&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;Added rarity colors to more consumeables.&lt;/li&gt;
&lt;li&gt;Added new loading screen tips for the pottery kiln, clay mining, and fishing.&lt;/li&gt;
&lt;li&gt;Maple Syrup can very rarely drop from Maple Trees.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A memory leak related to foliage rendering. (Thanks warren39!)&lt;/li&gt;
&lt;li&gt;Clients incorrectly timing out in the login queue. (Thanks DiFFoZ!)&lt;/li&gt;
&lt;li&gt;Missing impact effects on pre-placed animated objects. (Thanks Dobs!)&lt;/li&gt;
&lt;li&gt;Misaligned label when icon button had no icon. (Thanks Gamingtoday093!)&lt;/li&gt;
&lt;li&gt;A mistake breaking the per-level difficulty config. (Thanks clue!)&lt;/li&gt;
&lt;li&gt;Exception if modded door is missing an audio source. (Thanks DiFFoZ!)&lt;/li&gt;
&lt;li&gt;Change some string comparisons to ordinal for potential performance benefit. (Thanks Jdance!)&lt;/li&gt;
&lt;li&gt;Kill counters and ragdoll modifiers now work with vehicle skins because menu suggested they should. (Thanks TrueNinjafrog!)&lt;/li&gt;
&lt;li&gt;Potential cause of Skycrane cargo reverting to old position in multiplayer. (Thanks Ospinogamer69!)&lt;/li&gt;
&lt;li&gt;Prevent airdrops from landing on barricades attached to aircraft. (Thanks aerodakdev!)&lt;/li&gt;
&lt;li&gt;Fixed missing emissive for Echolocation skin. (Thanks Rickttburnup!)&lt;/li&gt;
&lt;li&gt;Warn if objects with conditional navigation collision are missing navigation collision.&lt;/li&gt;
&lt;li&gt;Made it harder to accidentally create looping NPC dialogues.&lt;/li&gt;
&lt;li&gt;Fixed typo in Mass Production quest. (coldwar → Cold War)&lt;/li&gt;
&lt;li&gt;Fixed weird sight attachment positioning on handguns. While sights are not normally attachable to handguns, some niche cases allowed for them (e.g., certain NPC quests, modded maps, PvP tournaments), and the previous alignment looked incorrect.&lt;/li&gt;
&lt;li&gt;Fixed some Stacked barricades having High Armor Tier by mistake. (This was accidentally doubling their HP compared to other barricades for item stacks, and their HP could scale even higher based on server settings.)&lt;/li&gt;
&lt;li&gt;Fixed some floating dumpsters on Washington.&lt;/li&gt;
&lt;li&gt;Fixed missing punctuation in some loading screen tips.&lt;/li&gt;
&lt;li&gt;Fixed NPC swap-out blending up from leaning down. This was noticeable with NPCs that changed outfit during dialogue.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="patch-1"&gt;Patch #1&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Square trapdoor hatch missing collision. (Thanks Slinkwarrior and PelonKiller89!)&lt;/li&gt;
&lt;li&gt;Hanuberries action to Craft Seed linking to the wrong blueprint. (Thanks Reite!)&lt;/li&gt;
&lt;li&gt;New reward IDs overlapping with Hawaii. (Thanks Ronnie-Ponnie!)&lt;/li&gt;
&lt;li&gt;Underwater areas not hidden on vanilla map charts. (Thanks &amp;ldquo;Slinky :)&amp;rdquo;!)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="patch-2"&gt;Patch #2&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Berlin navmesh badly out of sync. (Thanks analizin!)&lt;/li&gt;
&lt;li&gt;Berry seeds missing renames. (Thanks NateOfTheMountain!)&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item><item><title>Community Blog #043</title><link>https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/</link><pubDate>Thu, 05 Feb 2026 11:04:06 -0700</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/featuredimage-community-blog.png" length="66509" type="image/png"/><description>&lt;p&gt;Featuring tons of community-made content, in the first Community Blog of 2026!&lt;/p&gt;</description><content:encoded>&lt;p&gt;Featuring tons of community-made content, in the first Community Blog of 2026!&lt;/p&gt;
&lt;h2 id="animation-everett"&gt;Animation: Everett&lt;/h2&gt;
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
 &lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/YCj2vwv13Mc?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video"&gt;&lt;/iframe&gt;
 &lt;/div&gt;

&lt;p&gt;We&amp;rsquo;ve showcased several incredible animations by Nicklies니케 by now, and this original piece is just as phenomenal. Be sure to check it out their &lt;a href="https://www.youtube.com/@NickliesCat/videos" rel="external" target="_blank"&gt;other Unturned animations&lt;/a&gt; too!&lt;/p&gt;
&lt;h2 id="mod-france-refreshed"&gt;Mod: France Refreshed&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/mod-slugg-france-refreshed.jpg" width="1280" height="720" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3626995578" rel="external" target="_blank"&gt;Franced Refreshed mod, by L2, Slugg, and Flodo.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Explore a newly refreshed version of the iconic France map! &lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3626995578" rel="external" target="_blank"&gt;France Refreshed&lt;/a&gt; is a non-curated visual refinement on the original France map. Locations, progression, and replayability have been updated by L2, Slugg, and Flodo.&lt;/p&gt;
&lt;h2 id="video-the-sydney-cooking-show"&gt;Video: The Sydney Cooking Show&lt;/h2&gt;
&lt;p&gt;Have you ever wondered what the Coalition is doing when you&amp;rsquo;re not aboard the Liberator? Check out this fun &lt;a href="https://www.reddit.com/r/unturned/comments/1qggv2f/the_sydney_cooking_show/" rel="external" target="_blank"&gt;video by u/Hussain_144&lt;/a&gt; on the Unturned subreddit!&lt;/p&gt;

&lt;blockquote class="reddit-embed-bq" style="height:500px" data-embed-height="505"&gt;
&lt;a href="https://www.reddit.com/r/unturned/comments/1qggv2f/"&gt;The Sydney Cooking Show&lt;/a&gt;&lt;br&gt; by
&lt;a href="https://www.reddit.com/user/Hussain_144/"&gt;u/Hussain_144&lt;/a&gt; in
&lt;a href="https://www.reddit.com/r/unturned/"&gt;unturned&lt;/a&gt;
&lt;/blockquote&gt;&lt;script async="" src="https://embed.reddit.com/widgets.js" charset="UTF-8"&gt;&lt;/script&gt;

&lt;h2 id="mod-multicolor-military-clothing"&gt;Mod: Multicolor Military Clothing&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/mod-plumpo-multicolor-military-clothing.jpg" width="1280" height="720" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3518520184" rel="external" target="_blank"&gt;Multicolor Military Clothing mod, by Plumpo.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Featuring the &lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3518520184" rel="external" target="_blank"&gt;Multicolor Military Clothing&lt;/a&gt; by Plumpo! Recolor military clothing, and other high-end clothing items, at a Dye Vat.&lt;/p&gt;
&lt;h2 id="screenshot-showcase"&gt;Screenshot Showcase&lt;/h2&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/screenshot-kometa_arisu-france.jpg" width="1280" height="716" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://www.reddit.com/r/unturned/comments/1o1x7dy/welcome%5c_to%5c_france%5c_3/" rel="external" target="_blank"&gt;Screenshot by Kometa_Arisu, from r/Unturned.&lt;/a&gt;&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/screenshot-xedma-kuwaithelicopterbuild.jpg" width="1280" height="720" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://www.reddit.com/r/unturned/comments/1obnu4i/turns%5c_out%5c_kuwait%5c_lacks%5c_plates%5c_and%5c_freeform/" rel="external" target="_blank"&gt;Screenshot by Xedma, on r/Unturned.&lt;/a&gt;&lt;/p&gt;

		&lt;img src="https://blog.smartlydressedgames.com/posts/2026-02-05-community-blog-043/images/screenshot-vendaplay-limestone-momentsbeforedisaster.jpg" width="1280" height="720" loading="lazy"&gt;
&lt;p&gt;&lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3657611800" rel="external" target="_blank"&gt;&amp;ldquo;Pictures taken moments before disaster&amp;rdquo; by Vendaplay, on Steam.&lt;/a&gt;&lt;/p&gt;
&lt;h2 id="qa"&gt;Q&amp;amp;A&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Q. Where can I post now that the SDG Forum is gone?&lt;/strong&gt;
Although our own forum is now offline, you can still discuss the game with other players in our official &lt;a href="https://steamcommunity.com/app/304930/discussions/" rel="external" target="_blank"&gt;Steam&lt;/a&gt; or &lt;a href="https://discord.com/invite/unturned" rel="external" target="_blank"&gt;Discord&lt;/a&gt; communities! We&amp;rsquo;ve even streamlined the Steam subforums to be easier to browse. We also regularly read posts on the community-ran &lt;a href="https://www.reddit.com/r/unturned/" rel="external" target="_blank"&gt;r/Unturned&lt;/a&gt; subreddit!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Q. Does Unturned officially support publicly hosting servers via IPv6 addresses? I need this because IPv4 isn&amp;rsquo;t easily available in my region&lt;/strong&gt;.
While Unturned doesn&amp;rsquo;t fully support IPv6, ensuring proper support early on is a priority for any future titles. In the meantime, enabling Steam&amp;rsquo;s Fake IP feature is the best way to have a server with an IPv6 address appear on the server list. Our documentation can be found here: &lt;a href="https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html" rel="external" target="_blank"&gt;https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html&lt;/a&gt;. Additionally, even without Fake IP, players can join your server using your shareable Server Code.&lt;/p&gt;
&lt;h2 id="contact-us.wp-block-heading"&gt;Send Us Your Questions!&lt;/h2&gt;
&lt;p&gt;Thanks for reading!&lt;/p&gt;
&lt;p&gt;We regularly respond to questions posted on &lt;a href="https://steamcommunity.com/app/304930/discussions/" rel="external" target="_blank"&gt;Steam Discussions&lt;/a&gt;, &lt;a href="https://discord.gg/unturned" rel="external" target="_blank"&gt;Discord&lt;/a&gt;, or the community-ran &lt;a href="https://www.reddit.com/r/unturned" rel="external" target="_blank"&gt;r/Unturned subreddit&lt;/a&gt;! You can also message us via &lt;a href="mailto:moltonmontro@smartlydressedgames.com" rel="external" target="_blank"&gt;email&lt;/a&gt;, &lt;a href="https://bsky.app/profile/nelson.smartlydressed.games" rel="external" target="_blank"&gt;Bluesky&lt;/a&gt;, or &lt;a href="https://x.com/UnturnedOnSteam" rel="external" target="_blank"&gt;𝕏 (Twitter)&lt;/a&gt;.&lt;/p&gt;</content:encoded></item><item><title>3.26.1.0 Update Notes</title><link>https://blog.smartlydressedgames.com/posts/2026-01-22-3.26.1.0-update-notes/</link><pubDate>Thu, 22 Jan 2026 11:01:25 -0700</pubDate><guid>https://blog.smartlydressedgames.com/posts/2026-01-22-3.26.1.0-update-notes/</guid><enclosure url="https://blog.smartlydressedgames.com/posts/2026-01-22-3.26.1.0-update-notes/images/featured.png" length="247554" type="image/png"/><description>A minor update mostly focused on bug fixes.</description><content:encoded>&lt;h2 id="changelog"&gt;Changelog&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Storage Modding Additions&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Can_Players_Open storage option to prevent interacting.&lt;/li&gt;
&lt;li&gt;Delete_Contained_Items_On_Destroy storage option to despawn contained items when broken.&lt;/li&gt;
&lt;li&gt;Variants of SalvageItem placeable properties for pickup at full health.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Changed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Engine_Force_Multiplier applies to boats and carboats, doubled APC boat force in water.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Sentry reactions to vehicle turret damage and vehicle armor. (Thanks Neonik!)&lt;/li&gt;
&lt;li&gt;Objects with Editor-specific prefab not scalable. (Thanks August!)&lt;/li&gt;
&lt;li&gt;Constellation skins luminescent effect. (Thanks Theodore and ANDLESS!)&lt;/li&gt;
&lt;li&gt;Inconsistent Slick hair culling threshold out of sync with other hair. (Thanks Nah4355!)&lt;/li&gt;
&lt;li&gt;Moved Heavy Impact vest mythical effect forward similar to recent Vanguard Vest fix. (Thanks woolly muscles!)&lt;/li&gt;
&lt;li&gt;Speculative fix for a train physics issue in singleplayer. (Thanks Kerorocaptan!)&lt;/li&gt;
&lt;li&gt;Resources not saving scale after Legacy_Rotation_and_Scale addition. (Thanks LocoCZ!)&lt;/li&gt;
&lt;li&gt;Non-hallucinatory items changing active hallucination effect, using on friend not considering Immunity skill. (Thanks DerpyHoowes!)&lt;/li&gt;
&lt;li&gt;Slightly too low Thorny Roses emission rate on non-head items, and rotation of J-Soda Bandolier mythicals. (Thanks Poisson!)&lt;/li&gt;
&lt;li&gt;Default placeable salvaged item including tool items. (Thanks Antarctica256!)&lt;/li&gt;
&lt;li&gt;Several issues with SystemSockets net transport implementation. (Thanks DanielWillett!)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="32611-patch"&gt;3.26.1.1 Patch&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Newly-spawned trains rubber-banding in multiplayer. (Thanks Dobs!)&lt;/li&gt;
&lt;li&gt;Rocket launcher ragdoll effect modifiers working on zombies and animals but not players. (Thanks TSB!)&lt;/li&gt;
&lt;li&gt;Exploiting forward rendering with fire/ice crown mythical to see underwater. (Thanks TSB!)&lt;/li&gt;
&lt;/ul&gt;</content:encoded></item></channel></rss>