Updated August 22, 2026. V3.2.0 is the current stable build (default Steam branch, stable since July 27, 2026). V3.2.0 is the current stable build, on the opt-in latest_experimental branch since August 19, 2026. The 3.0 infrastructure changes below are what actually broke mods on this line; 3.1 and 3.2 add smaller, specific risks on top.
V3.2.0 stable (August 26, 2026): one file decides whether your modlets survive. 3.2 is a small release, but it edits entitygroups.xml - the screamer scout groups were commented out so screamers no longer call more screamers. Any modlet that overrides entitygroups.xml will apply its own copy and can put the old chain-spawn behaviour straight back, or conflict messily. Diff it before you run this build. Three more 3.2 items matter to authors: the obsolete prefab property AllowTopSoilDecorations was removed and AllowDecorations replaces part of it; trader interiors in Rekt, Hugh and Joel now use oldWoodDoorNoHonk instead of oldWoodDoor, so a modlet editing those prefabs may be editing a door that is no longer there; and auto turrets lost stability support and wall placement, which breaks turret-on-wall prefabs and blueprints. Overhaul mods will not be on 3.2 immediately regardless - they pin a game build and recertify after a stable lands. Full breakdown: the V3.2.0 release notes.
V3.1.0 "Henpocalypse" (stable since July 27, 2026) is a content update (chicken farming) rather than a mod-infrastructure overhaul, so most 3.0-ready mods carried forward - but any mod touching sandbox options, enemy/animal spawning, or localization was worth re-testing, because 3.1.0 splits Density/Respawn into day/night and enemy/animal, adds several new sandbox options, and re-syncs localization (TFP note Fireman's Almanac Vol.2 was aligned to the new mod quality levels). Track overall status on the V3.1 reference and the 2026 Mod Status Tracker.
Every major 7DTD update breaks mods; V3.0 breaks them in documented, specific ways, because The Fun Pimps shipped real modding-infrastructure changes alongside the sandbox update. If you run a modded server or maintain a mod, here is exactly what the release notes say changes, what it means, and the safe sequence for update week.
Wondering whether your specific overhaul will even get a V3.0 build? Check the 2026 Mod Status Tracker - it lists which mods are actively maintained (and tend to update fast) versus stagnant or pinned to older versions.
Localization.txt → Localization.csv. Renamed to match its actual contents. Mods shipping localization files need the rename; tooling that targets the old filename stops finding it.entitygroups.xml returns to proper XML elements. The previous text-based format is still supported "currently" - which is modder-speak for migrate now, the compatibility shim will not live forever.Assembly-CSharp.dll, and because the code passes through a publicizer, code that overrides vanilla methods may need those overrides made public. Most C# mods need at least a recompile.controls.xml renamed to templates.xml; the folder renamed to XUi_InGame; the force_hide attribute removed in favor of visible; tweens controllable from XML. UI-heavy mods (HUDs, bigger backpacks with custom windows, quest trackers) face real porting work, not a recompile.V3.0 reached stable on June 29, 2026, and V3.2.0 is the current stable build since July 27. V3.2.0 is the current stable build. Mod authors can port against an experimental branch as soon as it appears, which historically means the big modlets are ready near stable day; overhauls take far longer. Track status on the V3.1 reference and the V3.2 notes.