+ Add AP turret ammo that bypasses armour at the cost of only doing 75% damage
+ Add puncturing turret upgrade that increases damage dealt
+ Barbed wire can now be enchanted properly in the enchanting table, costing more levels the larger the stack is
+ Barbed wire can now be enchanted properly in the anvil, costing more levels the larger the stack is
+ Replaced rupters in nests with 1 sentry and 3 flying carriers
+ Experience bottles can now be placed in tanks
+ Players can extract experience from tanks into their xp bar by shift right clicking on them
+ Changed enemy turret texture to look better with australium
+ Headshotting reavers now bypasses their armour
+ Reavers now gain the ability to break blocks on day 10+
+ Parasites can no longer break turrets or barbed wire
- Removed zombies getting extra speed depending on the phase of the moon
~ Fix incendiary damage not having the 1.5x damage boost against parasites and 0.75% effectiveness against non parasites
~ Rework robots getting given the coth effect, hopefully this should fix them turning into parasites when they shouldn't
~ Fixed issues with assimilated phoenix's display names in neat
~ Fixed australium turret rendering
~ Fixed issue where ldoh spawn eggs spawned entities at incorrect heights
~ Updated to support latest scape and run
~ Readded missing FastFood structure
~ Fix broken RadioObservatory loot table
+ add reaver special infected
+ add mutant ambush type for postgame ambushes
+ add custom replacement for zombie speed modification that should be more consistent and less buggy
+ change night time speed modifier to include moon phase to replicate old speed modifier behaviour
+ add experience fluid and buckets which can be drunk to gain experience 8 times quicker than bottles
+ increase syringe stack size to 16
+ pet bandages now work on phoenixes
+ fix compatability issue with sleeping overhaul and mr crayfish furniture
+ fix issue with zombie speeds updating incorrectly
+ add new recipes for prismarine shards, quartz and experience bucket
+ changed blank turret upgrades to require quartz to be smelted into silicon instead of used raw
+ add new vet loot table
+ update profession zombie, nurse zombie and zombie fireman textures to reduce saturation and colour depth
+ rebalance hospital, library and supermarket structures, adding reavers
+ rebalance radio observatory structure, reducing the amount of iron obtained from it, moving it indoors and adding a small amount of threat
+ rebalance vet structure loot, it now has a unique loot table with better loot, add extra assimilated mobs to the pet shop area
+ replace default firstaid bandage recipe to keep the cost more in line with the clothing scrap recipe
+ make pet bandages easier to craft
+ change flashlight recipe to no longer require glass to be stained and a comparator instead of a redstone block
+ add alternative flashlight recipe to make prismarine crystals more useful
+ make redstone batteries easier to craft
~ fix unsealed crate contents getting deleted
~ fix issues with ambushes
~ fix issues with filing cabinets storing incorrect items
~ fix rendering issues with filling cabinets
~ fix turret pickblock giving wrong items
+ Added Mods: Neat
+ Update to latest scape and run
+ Add new scape and run monsters to spawn tables
+ Add new "Postgame" mini raids that spawn at random times after beating the apocalypse event
+ Rework day 50+ hordes to include parasites from the new scape and run update (day 70+ hordes should be harder now)
~ Add check to fix issue with crowbar mixin
~ Rework algorithms for determining generated horde spawn entities and post day 100 hordes
~ Fix Issues relating to the display names of tf2 zombies
~ Fixed Issue that caused unburied to spawn in walls
Added Mods
+ Alfheim
+ Red Core
+ Sledgehammer
+ Unloader
+ Valkyrie
Content Changes
+ added broken overlay when they have low durability
~ changed indicator noise for gas mask to happen before it stops working
~ changed unburied spawning mechanics to require lower light levels
Bugfixes
~ fix incorrect rotations on phoenix model
~ fixed bug that caused unburied to spawn on ineligible blocks
~ fixed bug that allowed unburied to spawn while a player was downed
~ fixed bug that caused low durability gas masks to be destroyed
~ fixed bug that caused incomplete forms to spawn instead of the correct infected mob
~ fixed parasites attacking assimilated phoenixes
+ add random tf2 weapons to loot tables
+ add two new structures Lumber Mill and Encampment
+ guns now show the type of ammo they require in their tooltip
+ landmines now apply player damage from the feet up
+ gas damage now apply player damage directly to the body (lungs)
+ mercs now automatically reroll their items and trades when spawning in structures, giving them more varied items and trades as well as removing errored weapons
~ rework unburied spawning mechanics to prevent them spawning in unintended locations
~ rework entity targeting mechanics (improved perfomance, fixed bug that cause mobs to attack unburied and wetas)
~ improve gas and gas mask rendering (gas and gas masks should now reduce visibility less)
~ rebalance vet loot tables
Added Mods
+ Sekc Physics
Removed Mods
- Mob Dismemberment
- iChunUtils
Updated Mods
~ LDoH Tweaks
~ Nothrium
Content Changes
+ add assimilated phoenix
- machines can no longer carry the coth effect
~ change zombie ai to be more intuitive and remove dummy zombie entities
Balance Changes
~ tweak damage formula to replicate old behaviour and reduce the likelihood of oneshots
~ increase the rarity of radio observatories slightly
Added Mods
+ Trash Cans
+ Stackie
+ Getittogetherdrops
+ MultithreadedNoise
Updated Mods
~ LDoH Tweaks
~ TF2 Stuff Reloaded
Content Changes
+ Added Turret Projectile Speed Upgrade
+ Added Turret Predictive Targeting Upgrade
+ Added Candy Corn
+ Added new Structure fast food resturant
+ Added compatability for modded items in the dishwasher, washing machine, grill and oven
Balance Changes
~ Buffed Eiffel Tower Loot
~ Slightly redecorated the safehouse
~ Call of the Hive is now completely disabled before day 50 to prevent early parasite outbreaks from structures
~ Improve horde spawner mechanics
~ Changed zombie evolution to happen after the horde events
~ Improved nest loot table and doubled the number of loot shulkers
~ Replaced safehouse eggs with brown eggs
Bugfixes
~ Fixed bug that caused zombies to attack unburied and king wetas
~ Fixed bug that caused players to unintentionally join teams
~ Fixed bug that caused zombies to spawn inside the safehouse when the world is generating
Added Mods
+ JEI Utilities
+ Lost Cities - Survive the Dead Edition
+ Phosphor Crash Fix
+ Refined Storage
+ Simple Flashlight
Updated Mods
~ LDoH Tweaks
~ TF2 Stuff Reloaded
Removed Mods
- Tektopia
- The Lost Cities
Content Changes
+ The Filing Cabinet, a new block that can store up to 64 stacks of a single item
+ Added quests to be used as a tutorial system for players, with rewards to incentivise using item
+ Added durability bar to silk touched barbed wire items
+ Added new rare structure the Radio Observatory to the standard wasteland
~ Reverted damage from using the wrong tool
~ The Biome Compass and F3 now displays community names for biomes instead of the registered names
- Removed Tektopia
- Removed Unused biomes from the biome compass
Balance Changes
+ added new TF2 weapon recipes
+ added loot to graveyard structure
~ changed eiffel tower loot table to give better loot instead of rails in normal chests
~ updated TF2 item effects
~ fix lava being able to be picked up
~ fix turret showing the wrong name in damage indicators
~ improve australium turret rendering
~ remove unused and spam items from jei
~ tweak backpack to be more worth crafting, but disincentivise carrying multiple backpacks
- removed tickdynamic, as it prevents some entities and tile entities from being rendered
+ all zombies(including those before day 10) now have a chance to break certain blocks including beds, crops, bird nests and phoenix eggs when they have no target
+ servers now completely pause when no players are online, instead of just pausing the day/night cycle
+ sludge lords, vespas, wetas, pteras and banshees/avatons now attack mercenaries, animals and villagers
+ mr crayfish projectiles no longer apply the usual damage cooldown, making shotguns, miniguns and turrets more effective
+ added enemy turrets that don't require ammo and attack players as well as mobs, these will spawn in some structures and may drop scrap when destroyed
+ added turret upgrades
+ added random mob support when not using optifine
+ barbed wire can now be enchanted
+ barbed wire now has an "owner" meaning it can be used against other players in pvp, entities of the same team as the barbed wire's owner do not take damage
+ switched to using the reloaded fork of TF2 stuff, which has bugfixes and more weapons
~ tweaked military base and eiffel tower structures
~ increased global structure generation chance
~ reworked parasite nests to have better loot and be easier to find
~ reworked day 100 boss event
~ slightly nerfed base turret to make upgrades more worth adding
~ trying to create a golem now fails instead of just refunding the items
~ increased the attempts for the game to find a good spawn from 1000 to 5000
~ fixed bug that caused crate message to be sent to chat when opening it with a crowbar
~ fixed formatting on title screen
~ fixed mrcrayfish guns crash
+ the crowbar is now as good of a weapon as a wooden sword.
+ added toolips to the unlit torch and crowbar.
+ added message to player informing them how to open sealed crates.
+ added badlands variant of the greenhous which contains nether wart.
~ fixed bug that caused hospital zombie loot table to not work correctly.
~ changed crowbar to stack size 1.
~ changed crates to stack size 1.
~ readded missing longarms that was present in the military base jail in early versions.
~ changed loot in the millitary base, to add more better loot and now require the crowbar.
~ fixed bug that caused greenhouse and plane mycosis not to spawn.
~ increased crate weight to 32.
~ fixed bug that prevented placing lava in creative mode.
- lava buckets no longer have a chance to melt when picking them up.
+ added optimisation mods to hopefully improve performance
+ added config to enable optional legacy difficulty settings
+ hospital zombie now have a 25% chance to drop healing potions
+ added slightly different variants of existing structures with a low spawnrate
+ added JEI support for crayfish's furniture mod
~ increased the droprate of rare loot from firemen 5% +> 10%
~ increased fireman hp 20 -> 30
~ fixed issue that caused firemen to have the wrong armour value
~ decreased fireman armour from the fixed value 20 -> 10
~ changed gas detection to be based off of eye position instead of feet position
~ fixed bug that caused zombies to ignore weapons and armour when dealing damage
~ fixed bug that caused entities other than normal zombies to not be slowed during the day
~ fixed bug that prevented ambushes from spawning
~ rewrote zombie fireman renderer to be less glitchy
~ fixed bug that caused entities spawned in structures to despawn
~ tweaked some structure loot tables to make it more worthwhile exploring them
~ changed the vet structure to make it less likely to increase the parasite stage
- TF2 Zombie can no longer break blocks or pillar
- removed the ability to place hot liquids
- removed the ability for dispensers to place lava buckets
- lava no longer melts through buckets
- removed the ability to place lava buckets
~ fixed merc zombies dropping bugged weapons
~ changed sentry ai to stop them from targeting animals
~ prevented creepers and skeletons spawning with pteras
~ fixed bug that prevented Automobile Engineering from unlocking the correct recipes
+ jei support for cars machines and the tf2 crafter
+ canola cake can now be used as furnace fuel
+ canola oil and biodiesel are now compatible with the buildcraft combustion engine
+ library zombies now have a chance to drop a random enchanted book