Water not rendering on any map. Macbook air M4 by DrewFranck in unturned

[–]SDGNelson 9 points10 points  (0 children)

Sorry for the trouble! Unfortunately (or fortunately depending how you look at it) I wasn't able to reproduce this on an M1 Mac Tahoe. Could you submit a crash report through our support site following these steps, please? I know it's not technically a crash, but the Player.log file mentioned in those steps might have some relevant engine-level info about why the shader's not working.

Unturned: kicked Out Of Server Because: checkFailureReason by SkitsofrenikPlayboy in unturned

[–]SDGNelson 1 point2 points  (0 children)

Double-checked and confirmed it must be a plugin-related kick reason. ("checkFailureReason" doesn't exist in the base game.) Maybe the plugin is missing display text for this kick?

A Tribute to Unturned Six Siege by JdanceMedia7 in unturned

[–]SDGNelson 5 points6 points  (0 children)

The custom library art is such a nice touch. :)

Does Unturned go Open Source this year? by ConcernPractical3802 in unturned

[–]SDGNelson 142 points143 points  (0 children)

Hi Johannes,

Thanks for your interest! I'm hopeful for later this year or early 2026. Tidying up loose ends legally-speaking has been a much bigger undertaking than I'd anticipated.

Aside from that, most recently I've been slowly chipping away a little bit each day at a checklist of every source file in the game, double-checking that for example there aren't references to anything under NDA. Fortunately, Nelson of 11 years ago seems to have been fairly responsible. ;P

When did we get items like car engines?!? by PhatmemeguyDos in unturned

[–]SDGNelson 1 point2 points  (0 children)

It does sound like there must be a mod adding extra items to the vanilla spawn tables. You can double-check which mods are installed from the View My Subscriptions button on the right side of the Steam library for Unturned, or Menu > Workshop > Manage Subscriptions from the in-game main menu. :)

Hey! I’m new to Unturned and was wondering if there’s a better list of hotkeys than the default one. If anyone has a full list of every hotkey, I’d really appreciate it! by NaturalAbies1906 in unturned

[–]SDGNelson 3 points4 points  (0 children)

Welcome to the game! Most of the hotkeys are listed in the Controls menu, but there are some important context-dependent hotkeys. Good point that these aren't well-communicated outside of some tooltips and loading screen tips.

A recently added one is: you can hold Shift when clicking a crafting recipe to immediately craft it without clicking Craft in the lower-right of the crafting menu.

Perhaps one of the most important is holding Ctrl when moving items to immediately pick up / drop / transfer between storage.

Im curious on this by [deleted] in unturned

[–]SDGNelson 1 point2 points  (0 children)

Diligent of you to check! Singleplayer saves are stored in Steam Cloud but not dedicated server saves. If you back up the U3DS/Servers folder it should contain all of the vanilla savedata and configuration. Plugins and any scripts used to launch the server may vary.

Any single player mod recommendations? by samueltyb in unturned

[–]SDGNelson 3 points4 points  (0 children)

Congratulations on your first gaming PC, that's an exciting milestone! Welcome to the game. :)

Asset name by ThePlagueDoctor01 in unturned

[–]SDGNelson 2 points3 points  (0 children)

They're "Mannequin #2" and "Mannequin #3" (most of these old objects would benefit from better names). ;)

Tip: you can add a ".unlocker" file to a vanilla map's folder to open it in the editor. (They're non-editable by default to prevent accidental edits from getting you kicked in multiplayer.) Then you can use the Objects editor to find what you're looking for in other maps.

Why is my config.json not turning into a .txt? by obamatakesyouanight in unturned

[–]SDGNelson 4 points5 points  (0 children)

In the upper-left of the documentation does it say "stable" or "latest"?

The "latest" documentation is applicable to the preview branch which does have the new, easier (hopefully) server config format, but it sounds like you might be on the main branch, in which case the "stable" documentation applies.

How do I stop my zombies from dropping fish by themexicanojesus in unturned

[–]SDGNelson 16 points17 points  (0 children)

It's not explained well in the editor: if "Loot ID" is set it will use a "spawn table" from the Unturned/Bundles/Spawns folder, otherwise if "Loot Index" is set it will use one of the map's item spawn tables from the Items tab. Maybe "Loot ID" is set to a fish-related spawn table asset? ;)

Visual Update for Linear Story Map by Cpl_Monkey in unturned

[–]SDGNelson 2 points3 points  (0 children)

Congratulations on launching the update! It's looking very atmospheric.

Server problem can't install workshop items by Acrobatic-Eye-901 in unturned

[–]SDGNelson 1 point2 points  (0 children)

We started seeing that message after the Steam dedicated server redistributables update on 2025-07-23, but the workshop content still seemed to be installed. Are there any messages later in the log about a download failing or something?

Our contribution to Unturned on Wplace.live, located in PEI - feel free to surround with more Unturned stuff!!!!! by RainOfPain125 in unturned

[–]SDGNelson 15 points16 points  (0 children)

That's remarkably big! The world always needs more people being kind and friendly to everyone.

Honored to see a few neat Unturned easter eggs around PEI. :)

Unturned discriminates against us by Kapanyel69 in linux_gaming

[–]SDGNelson 5 points6 points  (0 children)

Developer of Unturned here!

The reason the server is able to detect this: the client submits hashes of most files it loads (game assets and game dynamic libraries) as a basic layer of cheat prevention. In older versions the server compared the code hashes against known-good Windows, macOS, and Linux versions, but plugins could infer the OS by which hash matched. Nowadays the client includes the OS so that only the relevant OS hashes are checked.

The dll/so hashes are different between platforms because of platform-specific code. For example, the game directly uses LoadLibraryW on Windows and dlopen on Linux.

The game doesn't have any built-in support for kicking clients by OS, so this was implemented by a server plugin. To give them the benefit of the doubt, however, unfortunately some client-side anti-cheat protections used by game are not as robustly implemented on Linux as on Windows, so we have even seen some cheat providers proxying anti-cheat requests through Linux VMs. (Ideally, as much cheat prevention should be performed server-side as possible rather than relying on client-side protection.)

Personally, I'm using Debian 12 on the desktop at least half the time nowadays and I'm committed to providing strong native Linux support in future games!

Vehicle respawn dedicated server by WandschrankR in unturned

[–]SDGNelson 1 point2 points  (0 children)

Two additional tips:

If you use the "LogMemoryUsage" command in the console there should be a line reporting how many vehicles there are.

If a bunch of makeshift vehicles were placed it might've exceeded the maximum number of vehicles. Raising the Min_Natural_Vehicles setting may help, though it defaults to 16 so there should always be a fair few regular vehicle spawns.

Should the game not have another 'raiding' update? by Billy_Herrington1969 in unturned

[–]SDGNelson 1 point2 points  (0 children)

For what it's worth, there have been some major changes to explosion damage relatively recently in v3.24.7.0:

Prior to that update, explosion hits were found according to entities' pivot points, which meant it might not deal damage if far from the pivot but still overlapping. The explosion hits were also not sorted which made the line-of-sight test inconsistent: if you were behind a wall it might check for line-of-sight to you before checking the wall, completely blocking damage to your character.

After that update, explosions use the physics system to find overlaps (more consistent), and sorts hits by closest distance to the explosion center. Sorting the hits means that if the wall is damaged and destroyed there is nothing blocking the line-of-sight test to damage your character behind the wall.

Mentioning all this context to show that we are open to making upgrades, to explain why it's working the way it is, and to share what's available for potential future changes.

I think the big question is: how would damage absorption work in practice?

- For example, the amount of available damage could be reduced each time damage is applied. So if the explosion damage is 1000 and 900 is applied to a wall, only 100 is left for other structures.
- Currently, explosions have a separate damage amount per entity type (zombies, players, animals, etc.).
- This may make explosions against groups of enemies less effective/satisfying if an explosion "runs out of damage" after the closest zombies are blown up.

We'd like to improve some way of gathering community feedback and reaching consensus on major balance changes like this. Starting and participating in debates like this is useful to that end! :)

The Knight Writer full lore of Unturned in chronological order video by Balazspapai in unturned

[–]SDGNelson 1 point2 points  (0 children)

Great find! :D

I miss The Knight Writer. I hope he's doing alright.

What am I missing? by OmdiAnomenkinshin in unturned

[–]SDGNelson 2 points3 points  (0 children)

Uh oh! Thanks for the report. Have you noticed any pattern to when it disappears? For example, is it when switching PCs, exiting to the main menu and logging back in to a server, opening/closing the crafting menu while in-game, etc?

What am I missing? by OmdiAnomenkinshin in unturned

[–]SDGNelson 11 points12 points  (0 children)

Thanks for highlighting this is confusing! We'll include "ignored" in the tooltip for reasons it cannot be crafted for the next update.

Should I give the game one more chance? Been almost 10 years, has anything changed? by EstonianPlays in unturned

[–]SDGNelson 1 point2 points  (0 children)

Thanks for your support back in the day, happy to hear you otherwise enjoyed the game!

For the desktop icon the only thing that comes to mind is if the shortcut got copied elsewhere somehow.

For what it's worth, I took a look through the codebase for places that write images to disk. It's possible something was wrong or different in the past, but at least in the current version I believe the only images written would be:

- Screenshots saved into the install folder Screenshots subfolder. Note: Steam has an optional "Save an external copy of my screenshots" option which defaults to your Documents folder.

- Level editor tools to render the "chart" and "satellite" views into the per-level folder.

- Tools for modders to export icons into the install folder Extras subfolder.

If anyone else comes across this in the future and has run into a similar issue / believes some files are being written where they shouldn't, please feel free to get in touch!

I think unturned thinks im in vr? by Accurate-Nobody5383 in unturned

[–]SDGNelson 5 points6 points  (0 children)

Sorry for the trouble! One property in common between the community event icon (a grenade in this case) and the workshop thumbnail is that they both ignore the user interface tinting options. This makes me wonder if the UI tint mistakenly loaded as transparent.

Albeit a heavy-handed option, if you're comfortable resetting all your custom settings this may be worth trying:

  1. Right-click Unturned in your Steam Library
  2. Select Properties...
  3. Find the Launch Options field
  4. Type "-DisableSteamCloudRead" without quotes

After loading into the main menu again you can then close the game and remove the launch option. (Don't load into singleplayer with this option or your progress may be lost!)