Updated July 23, 2026. V3.0.1 is the current stable branch; the SandboxCode migration below is unchanged. The new note is V3.1.0.
V3.1.0 "Henpocalypse" (now in experimental) adds sandbox options and changes existing ones. On the latest_experimental branch, your SandboxCode gains new keys and two existing ones change shape: Density and Respawn are now split into day and night values and into enemy and animal types, so a SandboxCode encoded under V3.0 may need re-generating. New sandbox options: Chicken Coop Time / Yield / Input, Chicken Stress Event, Infection Chance, Hunger Multiplier, Thirst Multiplier, and a Stack Size Multiplier (capped at 30,000). 3.1.0 also fixes the getsandboxoptions console command not returning results to clients, plus a serverside memory-stream exception and an EOS exception during POI reset. This applies only once your server is on the 3.1.0 experimental branch; V3.0.1 stable is unaffected until it promotes.
V3.0 makes the biggest change to serverconfig.xml in the game's history: 29 legacy properties are removed and replaced by a single SandboxCode property that encodes your entire sandbox configuration. If you run a dedicated server, your old config will not carry those settings into V3.0 - here is exactly what changed, the migration procedure TFP prescribes, and the gotchas for continued V2.6 saves.
The 150 new sandbox options replace the old scattering of serverconfig properties. Instead of editing individual XML lines, you now configure everything in the in-game Sandbox Options menu, which generates a compact code string - or build, encode and decode that string in your browser with the 7 Days to Die SandboxCode generator, without launching the game. That code is the new single source of truth, set in serverconfig.xml as:
<property name="SandboxCode" value="AAAJABJACJADJARFBNC"/>
That default value is the equivalent of the legacy GameDifficulty "Adventurer" (1) setup. Any custom ruleset produces its own code.
These no longer function in V3.0's serverconfig.xml - their values are encoded in SandboxCode instead:
GameDifficulty · BlockDamagePlayer · BlockDamageAI · BlockDamageAIBM · XPMultiplier · DayNightLength · DayLightLength · BiomeProgression · StormFreq · DeathPenalty · DropOnDeath · DropOnQuit · JarRefund · EnemySpawnMode · EnemyDifficulty · ZombieFeralSense · ZombieMove · ZombieMoveNight · ZombieFeralMove · ZombieBMMove · AISmellMode · BloodMoonFrequency · BloodMoonRange · BloodMoonWarning · BloodMoonEnemyCount · LootAbundance · LootRespawnDays · AirDropFrequency · AirDropMarker · QuestProgressionDailyLimit
Server-level properties unrelated to gameplay rules (ports, names, passwords, player counts, region settings) are untouched.
latest_experimental.)SandboxCode value, replacing the default.The shape of the file is straightforward and derivable: take the V2.6 default, delete the 29 removed properties, add SandboxCode. Everything below the gameplay section (server name, ports, slots, telnet, land claims) is untouched by the changes. This is built from the official notes; with V3.0 experimental now live, you can confirm it against the real file in your own install.
V2.6 gameplay section (today):
<!-- GAMEPLAY / Difficulty -->
<property name="GameDifficulty" value="2"/> <!-- REMOVED in V3.0 -->
<property name="BlockDamagePlayer" value="100"/> <!-- REMOVED -->
<property name="BlockDamageAI" value="100"/> <!-- REMOVED -->
<property name="BlockDamageAIBM" value="100"/> <!-- REMOVED -->
<property name="XPMultiplier" value="100"/> <!-- REMOVED -->
<property name="DayNightLength" value="60"/> <!-- REMOVED -->
<property name="DayLightLength" value="18"/> <!-- REMOVED -->
<property name="DropOnDeath" value="1"/> <!-- REMOVED -->
<property name="DropOnQuit" value="0"/> <!-- REMOVED -->
<!-- Zombies -->
<property name="EnemySpawnMode" value="true"/> <!-- REMOVED -->
<property name="EnemyDifficulty" value="0"/> <!-- REMOVED -->
<property name="ZombieFeralSense" value="0"/> <!-- REMOVED -->
<property name="ZombieMove" value="0"/> <!-- REMOVED -->
<property name="ZombieMoveNight" value="3"/> <!-- REMOVED -->
<property name="ZombieFeralMove" value="3"/> <!-- REMOVED -->
<property name="ZombieBMMove" value="3"/> <!-- REMOVED -->
<property name="BloodMoonFrequency" value="7"/> <!-- REMOVED -->
<property name="BloodMoonRange" value="0"/> <!-- REMOVED -->
<property name="BloodMoonWarning" value="8"/> <!-- REMOVED -->
<property name="BloodMoonEnemyCount" value="8"/> <!-- REMOVED -->
<!-- Loot -->
<property name="LootAbundance" value="100"/> <!-- REMOVED -->
<property name="LootRespawnDays" value="7"/> <!-- REMOVED -->
<property name="AirDropFrequency" value="72"/> <!-- REMOVED -->
<property name="AirDropMarker" value="false"/><!-- REMOVED -->
<!-- (plus, in V2.x-era files: BiomeProgression, StormFreq, DeathPenalty,
JarRefund, AISmellMode, QuestProgressionDailyLimit - all REMOVED) -->
V3.0 gameplay section (simulated):
<!-- GAMEPLAY -->
<property name="GameWorld" value="Navezgane"/>
<property name="WorldGenSeed" value="asdf"/>
<property name="WorldGenSize" value="6144"/>
<property name="GameName" value="My Game"/>
<property name="GameMode" value="GameModeSurvival"/>
<!-- ALL gameplay rules now live in one property. Generate the code in the
in-game Sandbox Options menu and paste it here. This default is the
equivalent of the old GameDifficulty="Adventurer": -->
<property name="SandboxCode" value="AAAJABJACJADJARFBNC"/>
<!-- Unchanged: PlayerSafeZone*, Bedroll*, MaxSpawnedZombies/Animals,
view distance, PartySharedKillRange, PlayerKillingMode, LandClaim*,
DynamicMesh*, Twitch*, and the entire general-server section
(ServerName, ports, slots, passwords, telnet, EAC). -->
The visual is the point: roughly thirty lines of gameplay tuning collapse into one opaque string, and the in-game menu becomes the only sane editor. Server panels that template these properties will need V3.0-aware templates; until your host ships one, the copy-paste flow above is the way.
TFP confirms V2.6 save continuation is supported, but the settings migration is on you: the server will not translate your old properties automatically - an un-migrated config silently runs the default Adventurer-equivalent ruleset, which is how a hardcore server wakes up casual. TFP also notes, verbatim, that you "may need to work with your specific provider" - hosting panels that template serverconfig.xml need V3.0-aware templates before their customers update. Until your host confirms V3.0 support, pin your server to V2.6.
Localization.txt to Localization.csv and overhauls XUi - expect server-side mods to need updates in the same window. Full modding notes in the release-notes breakdown.V3.0.1 Experimental is the first post-stable patch (opt in via the Steam latest_experimental branch). Several of its fixes touch server config and sandbox behavior directly:
NetPackageLockRequest (a join/lock packet) is fixed.Keep client and server on the same branch, and test on a throwaway server before flipping a live world. Full breakdown on our V3.0 page.
latest_experimental); Steam and console stable are targeted ~June 29. Migrate your serverconfig.xml to SandboxCode on a test world first, confirm the ruleset in-game, then move your community save - and keep client and server on the same branch.