[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"header-games":3,"blog-post-count":51,"blog-posts-page-2-all-en":52,"i-heroicons:chevron-right-20-solid":207},{"total":4,"featured":5},23,[6,13,19,24,29,35,40,45],{"slug":7,"name":8,"icon":9,"hasIcon":10,"basePrice":11,"link":12},"minecraft","Minecraft","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fminecraft.png",true,1,"\u002Fminecraft-server-hosting",{"slug":14,"name":15,"icon":16,"hasIcon":10,"basePrice":17,"link":18},"hytale","Hytale","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fhytale.png",6,"\u002Fhytale-server-hosting",{"slug":20,"name":21,"icon":22,"hasIcon":10,"basePrice":17,"link":23},"palworld","Palworld","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fpalworld.png","\u002Fpalworld-server-hosting",{"slug":25,"name":26,"icon":27,"hasIcon":10,"basePrice":17,"link":28},"rust","Rust","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Frust.png","\u002Frust-server-hosting",{"slug":30,"name":31,"icon":32,"hasIcon":10,"basePrice":33,"link":34},"valheim","Valheim","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fvalheim.png",5,"\u002Fvalheim-server-hosting",{"slug":36,"name":37,"icon":38,"hasIcon":10,"basePrice":17,"link":39},"satisfactory","Satisfactory","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fsatisfactory.png","\u002Fsatisfactory-server-hosting",{"slug":41,"name":42,"icon":43,"hasIcon":10,"basePrice":17,"link":44},"enshrouded","Enshrouded","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fenshrouded.png","\u002Fenshrouded-server-hosting",{"slug":46,"name":47,"icon":48,"hasIcon":10,"basePrice":49,"link":50},"terraria","Terraria","https:\u002F\u002Fcdn.doomhosting.com\u002Ficons\u002Fterraria.png",4,"\u002Fterraria-server-hosting",61,{"posts":53,"totalCount":51},[54,75,92,109,126,143,159,176,190],{"id":55,"slug":56,"title":57,"description":58,"content":59,"keywords":60,"featured_image":61,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":66,"created_at":67,"updated_at":68,"allSlugs":69,"author":74,"date":66},"6dbad10c-4aef-4fe2-b0cc-080d4e6af78e","valheim-deep-north-drawbridge-teaser-april-2026","Valheim Deep North Update: Drawbridges and Lingonberry Meatballs Teased April 2026","Iron Gate's April 28, 2026 dev blog confirms drawbridges are coming to Valheim and reveals the first cooked dish from the Deep North biome — meatballs with lingonberries.","Iron Gate cracked open the door on Valheim's upcoming Deep North biome a little wider on **April 28, 2026** — and the long-running community wishlist finally got its biggest item ticked off. The studio's monthly **Word From the Devs** confirms that **drawbridges** are coming to Valheim's build set, and reveals the first dish on the Deep North menu: **meatballs with lingonberries**. No release date attached, but the teasers are clearly ramping toward the next major update.\n\n## When Did the Teaser Drop?\n\nThe announcement went live on Steam on **April 28, 2026**, the same monthly cadence Iron Gate has used for the Deep North reveal cycle since the start of the year. April started with the studio's traditional April Fools gag — this time a tongue-in-cheek pitch for a romance mode where you could court each Forsaken boss — but the real news landed at month's end.\n\n## Drawbridges Are Finally Coming to Valheim\n\nFor years, the single most-requested build piece on the Valheim subreddit has been a working drawbridge. Players have hacked together approximations with iron gates and pivot pieces, but nothing official. Iron Gate has now confirmed the real thing is on the way:\n\n![Valheim drawbridge teaser image showing the new build piece in action](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-deep-north-drawbridge-teaser-april-2026-drawbridge.png)\n\nThe screenshot shows what looks like a hinged wooden span — exactly the kind of fortification piece that fits the Viking moat-and-keep aesthetic. Expect this to land alongside the Deep North update rather than as a standalone patch, given how the studio has been bundling build pieces with biome drops.\n\n## What's on the Deep North Menu\n\nLast month's teaser asked players to guess what cuisine the frozen Deep North would offer. The community nailed the obvious one — **meatballs with lingonberries** — and Iron Gate confirmed it's only one item on a wider menu. The cold biome is built around food sustainment, so expect multiple new recipes, ingredients, and likely new cookware:\n\n![Valheim Deep North cooking — meatballs with lingonberries on a wooden plate](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-deep-north-drawbridge-teaser-april-2026-deep-north.png)\n\nThis matters because Deep North will be the highest-tier biome at launch — food stat ceilings drive what bosses you can survive, so a fresh recipe tree usually signals a new combat threshold above Mistlands and the current Ashlands content.\n\n## What Else Was Teased\n\n- **Multiple new build pieces** — the drawbridge is the headliner, but Iron Gate said \"perhaps one of the most impressive pieces yet,\" implying more are queued up.\n- **A wider Deep North food tree** — meatballs are described as \"just one item on the menu\" of a biome built around staying fed in the cold.\n- **Build of the Month spotlight** — a swamp village by community member RegretfulDesire took the April feature, with submissions now accepted via Discord forum channel.\n\nThe **Val-Con** community event also got a shoutout, with developer interviews from Robin Eyre and Jonathan Smårs available in the VOD archive on YouTube.\n\n## What This Means for Your Server\n\nIron Gate hasn't named a Deep North release window, but the monthly drumbeat of teasers points to a ship in the next few months. If you run a community server, get ahead of it now:\n\n- **Take a clean world backup** before the patch lands — biome content updates have historically required full chunk regeneration in unexplored areas, and a backup is your fastest rollback if something corrupts.\n- **Plan a build piece content tour** — players will want to test the drawbridge immediately. A fresh creative-mode test world on the same server saves them from tearing up the main base.\n- **Brace for a player spike** — every major Valheim teaser cycle pulls returners back. Watch your concurrent count and bump your slot allocation a tier higher than usual.\n- **Pre-stage the cooking station refresh** — if Deep North follows the Ashlands pattern, you'll need an upgraded cookware tier to access the new recipes. Communicate that early so your group doesn't wipe ingredients trying old stations.\n\n## Worth Coming Back For?\n\nIf you bounced off Valheim after Mistlands or Ashlands, this is the cycle worth watching. Drawbridges are a quality-of-life win that retroactively makes every old base better, and the Deep North is shaping up to be the most distinct biome since the swamp — frozen, food-dependent, and visually unlike anything else in the game. The lack of a release date is the only real frustration, but the monthly teaser cadence is consistent enough that a date drop isn't far off.\n\n## Host Your Valheim Server with DoomHosting\n\nReady to be the group running the first drawbridge raid the day Deep North launches? **DoomHosting** runs Valheim dedicated servers on **Intel Core i9-9900K** hardware with NVMe storage — instant setup, full FTP access, automated daily backups, and **24\u002F7 support**. Plans start at **$5\u002Fmonth** with **DDoS protection** included on every tier.\n\n[**Spin up your Valheim server →**](\u002Fvalheim-server-hosting)\n\nGet your moat ready. The drawbridge is coming.","valheim deep north, valheim drawbridge, valheim update, valheim april 2026, iron gate dev blog, valheim build pieces, valheim cooking, valheim biome, valheim server hosting, valheim dedicated server","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-deep-north-drawbridge-teaser-april-2026-banner.png","news","Magnus","Game Server Experts",false,"2026-04-29T07:30:00+00:00","2026-04-29T07:11:22.802441+00:00","2026-05-06T15:35:29.687001+00:00",{"da":70,"de":71,"en":56,"pl":72,"sv":73},"valheim-deep-north-vindebro-teaser-april-2026","valheim-deep-north-zugbruecke-teaser-april-2026","valheim-deep-north-most-zwodzony-teaser-kwiecien-2026","valheim-deep-north-vindbrygga-teaser-april-2026",{"name":63,"role":64},{"id":76,"slug":77,"title":78,"description":79,"content":80,"keywords":81,"featured_image":82,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":83,"created_at":84,"updated_at":85,"allSlugs":86,"author":91,"date":83},"f0f40bbc-ae1c-4af3-ba40-1db957ff8783","palworld-v0-7-3-blueprint-floating-roof-april-2026","Palworld v0.7.3 Patch Notes: Blueprint Chest Fix & Floating Roof Crackdown (April 6, 2026)","Palworld v0.7.3 (April 6, 2026) lets you craft from blueprints stored in chests and closes the pillar-roof exploit. Here's what changed and what server admins need to know.","Pocketpair shipped **Palworld v0.7.3** on **April 6, 2026** — a small but pointed patch that finally fixes a long-running blueprint annoyance and slams the door on a building exploit that PvP servers have been quietly suffering from for months. No new Pals, no new biomes, no World Tree teases. Just two things, both load-bearing.\n\nIf you run a Palworld server, you should update — especially if your players are on PvP rules.\n\n## Release Date\n\nv0.7.3 went live on **April 6, 2026**. On consoles, it shows up as Palworld update **1.090.952**. The patch is server-side and client-side, so dedicated servers and players need to be on matching versions before anyone can connect.\n\n![Palworld v0.7.3 — flying mounts soaring past spires of the Palpagos region](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fpalworld-v0-7-3-flight.jpg)\n\n## Blueprints in Chests Now Work for Crafting\n\nThis is the headline quality-of-life change.\n\nUntil this patch, blueprints stored in chests at your base were dead weight as far as the crafting bench was concerned. The crafting menu only saw blueprints sitting in your personal inventory or directly attached to a workstation — anything tucked into storage was invisible. So if your tribe organized loot the way most tribes do (everything goes in the shared chest, take what you need), you'd grab a blueprint, walk to the bench, craft, walk back, drop it in the chest, and repeat the next time someone wanted to use it.\n\nv0.7.3 fixes that. Blueprints in nearby chests are now visible to crafting benches and can be used directly, the same way other materials in linked storage already worked. Small change on paper, big change in practice — especially for tribes with deep blueprint inventories.\n\n## Floating Roof Exploit, Closed\n\nThe second fix is more consequential. Palworld's building system normally requires roof and wall pieces to rest on something structural — foundations, beams, certain walls. Players had been using **non-foundation pillars** to bypass that check, leaving roofs and other parts suspended in mid-air with nothing actually supporting them.\n\nIt looked silly in PvE. It was a real problem in PvP — mid-air walkways and floating fortresses gave defenders bizarre angles and made raids ugly to plan around.\n\nv0.7.3 enforces proper structural support. The patch notes describe it bluntly: \"using non-foundation structures such as pillars would cause roofs and other structures to float in mid-air\" — that no longer works.\n\n**Existing bases are not grandfathered in.** Anything currently relying on the pillar trick will collapse the first time the chunk loads after the update. Pocketpair did not preserve old floating geometry. If your players built around this exploit (knowingly or not), they'll log in to a hole.\n\n![Palworld combat — pillar-supported roofs are no longer a thing on PvP servers](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fpalworld-v0-7-3-combat.jpg)\n\n## Construction Stability Tweaks\n\nOn top of the two named fixes, the patch notes mention general construction stability and usability polish — placement is described as \"a bit more reliable.\" No specifics, but if you've been fighting with snap-to-grid quirks or pieces refusing to attach, give it another go after the update.\n\n## What This Means for Your Server\n\nA short checklist before you push v0.7.3 to your players:\n\n- **Take a backup.** Before the update loads, snapshot your save. If a major base on your server is held up by floating geometry, you want a rollback option in case the chunk-collapse goes worse than expected.\n- **Warn your players.** A quick announcement (\"floating roofs collapse in v0.7.3, fix your bases\") is much better than logging in to surprise rubble.\n- **Match versions.** v0.7.3 requires both server and client on the new build. SteamCMD-hosted servers update normally; managed Pterodactyl panels usually have a one-click update button.\n- **Check your config.** Server config files are unchanged in this patch — no new keys, no breaking changes — so your existing settings carry over.\n- **No restart loop expected.** This is a small patch, not a major release. Population spikes are unlikely.\n\n## Looking Ahead to 1.0\n\nv0.7.3 is the kind of patch you ship between major updates — small, targeted, and unglamorous. The bigger story is that Pocketpair has confirmed Palworld 1.0 is coming in 2026, including the long-teased **World Tree** content that will close out the main story arc. Communications director John \"Bucky\" Buckley has called 1.0 the studio's \"biggest update ever,\" with new Pals, the Colossal Whale, and feature-complete World Tree access.\n\nNo date yet. But every interim patch like v0.7.3 is one fewer bug standing between players and the 1.0 launch.\n\n## Worth Updating For?\n\nIf you have an active PvP server: yes, today, before someone uses the floating roof trick to win a raid you can't take back. If you run PvE: yes, but it can wait until your next planned restart — the blueprint fix alone is worth the trip.\n\n## Host Your Palworld Server with DoomHosting\n\nNeed a Palworld server that can take a 32-player tribe war and keep up with v0.7.3 day one? [DoomHosting's Palworld hosting](\u002Fpalworld-server-hosting) runs on i9-9900K hardware with NVMe SSDs, instant setup, and one-click Steam updates so you're never the last server on an old build. Full FTP access, automated backups, DDoS protection — the things that matter when a patch like this rolls out and you need to roll back fast.\n\nFloating roofs are gone. The blueprint annoyance is gone. The 1.0 update is closer than it's ever been. Get your tribe on v0.7.3 today.","palworld update, palworld v0.7.3, palworld patch notes april 2026, palworld blueprint fix, palworld floating roof, palworld pvp, palworld server hosting, palworld dedicated server, palworld 1.0","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fpalworld-v0-7-3-banner.png","2026-04-28T07:30:00+00:00","2026-04-28T19:11:21.11323+00:00","2026-05-06T15:35:29.640681+00:00",{"da":87,"de":88,"en":77,"pl":89,"sv":90},"palworld-v0-7-3-blueprint-flydende-tag-april-2026","palworld-v0-7-3-blueprint-schwebendes-dach-april-2026","palworld-v0-7-3-plany-unoszacy-sie-dach-kwiecien-2026","palworld-v0-7-3-blueprint-svavande-tak-april-2026",{"name":63,"role":64},{"id":93,"slug":94,"title":95,"description":96,"content":97,"keywords":98,"featured_image":99,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":100,"created_at":101,"updated_at":102,"allSlugs":103,"author":108,"date":100},"6f1680be-ecbb-45e0-8d06-e7e1c365e868","fivem-xbl-live-identifiers-removed-april-2026","FiveM Removes xbl and live Identifiers Today: April 27, 2026 Update","Cfx.re removes the xbl: and live: player identifiers from FiveM on April 27, 2026. Audit your ban systems and switch to license, fivem, or discord IDs.","Cfx.re's deprecation of the `xbl:` and `live:` player identifiers takes effect today, April 27, 2026 — about two weeks after the announcement. If your FiveM server uses these identifier types in ban lists, anti-cheat scripts, or account linking, the IDs disappear from `GetPlayerIdentifiers` returns starting now. Most servers won't notice. The ones that will, will notice the moment a banned player walks back through the door.\n\n## Release Date\n\nCfx.re announced the deprecation on April 14, 2026 in a forum post titled \"Deprecation Notice: Xbox Live and Microsoft Player Identifiers.\" The change goes live April 27, 2026. The two-week window was Cfx.re's deliberate runway for server owners to audit their resources.\n\n![FiveM server administration — Los Santos cityscape representing thousands of player connections](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Ffivem-xbl-live-identifiers-removed-april-2026-identifier-audit.jpg)\n\n## What Changes Today\n\nThe `GetPlayerIdentifiers` native — the workhorse function every serious FiveM server uses to fingerprint connecting players — no longer returns:\n\n- **`xbl:`** — Xbox Live ID\n- **`live:`** — Microsoft PUID (Passport Unique Identifier)\n\nEverything else stays. `steam:`, `license:`, `license2:`, `discord:`, `fivem:`, and `ip:` continue to work exactly as before. The function signature does not change; only the contents of the returned table do.\n\n## Why Cfx.re Is Removing These Identifiers\n\nThe official line from Cfx.re is \"ongoing efforts to improve platform integrity and protect our players' privacy.\" Both identifiers originate from Microsoft's account system and have, over the years, become a vector for scraping and cross-referencing player accounts in ways that go well beyond the moderation use cases server owners care about. Removing them from the public surface narrows that exposure without touching the identifiers that actually do most of the work for ban systems.\n\n## Who's Affected — and Who Isn't\n\nCfx.re's own assessment is that \"the majority of servers\" will see no impact. Here's the rough breakdown:\n\n- **Not affected:** Most ESX, QBCore, and qb-target frameworks. They lean on `license:` and `steam:` for primary identification.\n- **Possibly affected:** Custom ban scripts that hash and store every identifier returned, then check incoming connections against the full set. If your check logic uses `OR` across identifiers, the absence of the two won't break anything — it just narrows the match surface.\n- **Definitely affected:** Any resource that explicitly parses or requires `xbl:` or `live:` substrings. Older bespoke anti-cheats and a handful of multi-server account linkers fall into this bucket.\n\n## How to Audit Your Server in 30 Minutes\n\nOpen every resource that calls `GetPlayerIdentifiers` and grep for the two strings. A practical checklist:\n\n1. Run `grep -r \"xbl:\" resources\u002F` and `grep -r \"live:\" resources\u002F` across your full server directory.\n2. Inspect every hit. Most will be in admin tools, ban systems, account linkers, or whitelists.\n3. For each hit, confirm the surrounding logic gracefully handles the identifier being absent. If it errors or silently returns false, you have work to do.\n4. Replace any single-identifier check with a fallback chain: `fivem:` → `discord:` → `license:`.\n\nIf you store identifier history in a database, no migration is required — old `xbl:` and `live:` rows will simply stop receiving new entries. They remain valid lookups for prior bans, but new offenders won't generate them.\n\n## What to Use Instead\n\nCfx.re's recommended priority order, confirmed across the documentation and the deprecation thread:\n\n1. **`fivem:`** — the Cfx.re User ID. Tied to the player's Cfx.re account, hardest to spoof or rotate.\n2. **`discord:`** — only present when the player has Discord running. Strong signal when available.\n3. **`license:`** — Rockstar Online Services hash. Rotates when the player reinstalls or changes regions, but still useful as a secondary check.\n4. **`steam:`** — only present for Steam launches. Solid for Steam-only communities.\n\nAvoid relying on `ip:` for bans. It punishes household co-players and rotates on most ISPs.\n\n## The Bigger Picture: GTAV Enhanced and OneSync\n\nThis deprecation lands inside a larger Cfx.re push. The team is wrapping up FiveM support for GTAV Enhanced — Rockstar's modernized PC build — and that release rebuilds the platform around a refreshed OneSync that targets up to **2,048 players per server**. Server owners can expect lower bandwidth and CPU per player, more stable sync at high counts, and parts of the FiveM codebase moving from open source to a closed, maintained core.\n\n![FiveM future scale — GTAV Enhanced and OneSync targeting 2,048 players per server](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Ffivem-xbl-live-identifiers-removed-april-2026-onesync-future.jpg)\n\nThe identifier cleanup is a tidy preparatory step. Trimming legacy attack surface before a major platform shift means fewer compatibility footguns when the new build lands for general use.\n\n## What This Means for Your Server\n\n- **Audit window: today.** The change is live; don't wait for a player report to discover something broke.\n- **No restart required.** This is a server-side platform change, not a build update. Your artifacts version and game cache do not need touching.\n- **Test ban flows first.** Issue a test ban against a staging player, reconnect, and confirm the ban triggers off `fivem:` or `license:` rather than `xbl:`.\n- **Communicate to admins.** Anyone who manually pulls identifier strings from logs should know which two will stop appearing.\n- **Plan for OneSync.** If you've been considering a slot bump, the upcoming Enhanced build is the moment to plan capacity.\n\n## Verdict: A Small Change With Outsized Risk\n\nOn paper this is a two-line patch note. In practice it's the kind of change that surfaces every shortcut your community has accumulated over the years. Most servers will be fine. The ones that aren't will hear about it from the first banned player who slips back through the door — and by then the audit takes longer because you're hunting in production.\n\nSpend thirty minutes today. Save your moderation team a weekend later.\n\n## Host Your FiveM Server with DoomHosting\n\nDoomHosting runs FiveM on the latest CitizenFX artifacts with one-click txAdmin, full SSH\u002FFTP, automatic backups, and DDoS protection on every node. Whether you're running a 32-slot RP server or planning the jump to OneSync at 2,048 slots, our infrastructure is built for it.\n\n**[Start your FiveM server →](\u002Ffivem-server-hosting)**\n\nToday's identifier cleanup is a small thing. The platform shift it sits inside isn't.","fivem update april 2026, fivem xbl deprecation, fivem live identifier removed, GetPlayerIdentifiers, cfx.re announcement, fivem ban system, fivem server hosting, fivem dedicated server","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Ffivem-xbl-live-identifiers-removed-april-2026-banner.jpg","2026-04-27T07:15:00+00:00","2026-04-27T07:12:41.004529+00:00","2026-05-06T15:35:29.420541+00:00",{"da":104,"de":105,"en":94,"pl":106,"sv":107},"fivem-fjerner-xbl-live-identifiers-april-2026","fivem-entfernt-xbl-live-identifier-april-2026","fivem-usuwa-identyfikatory-xbl-live-kwiecien-2026","fivem-tar-bort-xbl-live-identifierare-april-2026",{"name":63,"role":64},{"id":110,"slug":111,"title":112,"description":113,"content":114,"keywords":115,"featured_image":116,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":117,"created_at":118,"updated_at":119,"allSlugs":120,"author":125,"date":117},"e4348ee3-4571-4ee3-b5f1-38b4d614d125","minecraft-26-2-snapshot-4-sulfur-polish-peaceful-fixes-april-2026","Minecraft 26.2 Snapshot 4: Sulfur Polish & Peaceful Fixes (April 21, 2026)","Minecraft 26.2 Snapshot 4 dropped April 21, 2026 with Chaos Cubed polish — sulfur cube fixes, peaceful spawning, two new languages, and pack format bumps.","Mojang shipped **Minecraft 26.2 Snapshot 4** on **April 21, 2026** — the fourth test build in the Chaos Cubed cycle, arriving exactly one week after the Sulfur Spikes-laden Snapshot 3. This one is not about new content. It is the snapshot where Mojang slows down and **polishes everything that landed in the last three weeks**, and if you run a server, the changes you care about are buried in the technical notes: **data pack format 103.0**, **resource pack 86.1**, four mobs that were silently broken on Peaceful, two brand-new entity attributes for nameplate control, and a handful of Vulkan stability patches that have been crashing unlucky Mac players for months.\n\nIf you have been holding off on testing Chaos Cubed because of the bugs, this is the snapshot to come back to.\n\n## Release Date\n\nMinecraft 26.2 Snapshot 4 was released on **April 21, 2026**, on the Java Edition snapshot channel. It follows Snapshot 1 (April 7), Snapshot 2 (April 9), and Snapshot 3 (April 14). The full **Chaos Cubed** drop — Java 26.2 and Bedrock 26.30 — is still targeted for **Q2 2026**, so we are likely one or two more snapshots away from a release candidate.\n\n## Sulfur Cubes Now Spawn on Peaceful — And So Do Hoglins\n\n![Minecraft Sulfur Cube mob, the pale yellow cube from the Chaos Cubed drop](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fminecraft-chaos-cubed-sulfur-cube.jpg)\n\nThe headline behaviour change in Snapshot 4 is a **peaceful difficulty fix**. Up until this snapshot, four mobs had a quiet bug where they refused to spawn on Peaceful even though they were always supposed to:\n\n- **Hoglins**\n- **Piglins**\n- **Ocelots**\n- **Sulfur Cubes**\n\nAll four are now spawning correctly on Peaceful. Technically a regression fix, but it matters more than it sounds. Sulfur Cubes are the mascot mob of the Chaos Cubed drop, and a Peaceful server with no Sulfur Cubes was effectively a server with no Sulfur Caves content. Build-focused communities running Peaceful can finally see the new biome the way it was designed.\n\nWhile we are on Sulfur Cubes, Mojang also:\n\n- **Fixed the small variant size** — naturally-spawned baby Sulfur Cubes were rendering at the wrong scale and now match the player.\n- **Polished the outer texture** — the cube's eyes got more detail, which slicedlime amusingly described as \"Sulfur Cube Eyeliner\".\n- **Added bucket pickup sounds** — using a bucket on a Sulfur Cube finally plays an audio cue, matching the rest of the bucket-mob family.\n\n## Sulfur Caves Are Less Aggressive\n\n![Minecraft Sulfur Caves biome with sulfur and cinnabar columns](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fminecraft-chaos-cubed-sulfur-cave.jpg)\n\nIf you tested Snapshot 3, you probably noticed Sulfur Caves felt like a wall of pure sulfur and cinnabar. Snapshot 4 softens that:\n\n- **Granite and tuff are now dispersed** between sulfur and cinnabar deposits inside Sulfur Caves, breaking up the colour and giving exploration more visual variety.\n- **Sulfur spike clusters are slightly shorter on average**, which means less navigation friction when you are mining through.\n\nThe biome still reads as distinct — but it now feels like a real cave system instead of a candy-coloured swimming pool.\n\n## Two New Attributes for Server Operators and Map Makers\n\nThis is the part most patch-note write-ups skipped, and it is the part that matters most if you build maps or run roleplay servers. Snapshot 4 added two new entity attributes:\n\n- **`minecraft:nameplate_distance`** — controls how far away (in blocks) an entity's nameplate is visible. Default 64 blocks. Range: 0 to 512.\n- **`minecraft:below_name_distance`** — controls how far away (in blocks) the `below_name` scoreboard display is visible. Default 10 blocks. Range: 0 to 512.\n\nFor RP servers and minigame maps, this is a real quality-of-life win. You can finally hide nameplates behind walls without invisibility tricks, or push them out for spectator HUDs without scoreboard hacks. Datapack authors should expect to see these wired into next-cycle map releases.\n\n## New Languages: Swiss French and Chuvash\n\nSnapshot 4 adds **Swiss French** and **Chuvash** to the language list. Chuvash in particular is a notable accessibility win — it is a Turkic language spoken by roughly a million people, and Minecraft is now one of the few major games to support it.\n\n## Technical Changes — The Server Operator's Section\n\nThe shorter list of things that will affect your server config and pack workflow:\n\n- **Data pack format bumped to 103.0** — your custom datapacks need their `pack_format` updated.\n- **Resource pack format bumped to 86.1** — same for resource packs.\n- **Slime sub-predicate renamed**: `minecraft:type_specific\u002Fslime` → `minecraft:type_specific\u002Fcube_mob`. This is the one that will silently break advancements and loot tables that target slimes if you forget. **Find-and-replace it before updating.**\n- **`minecraft:beds` texture atlas removed** — if you maintain a custom resource pack that overrides bed textures, the path layout has changed.\n- **New telemetry event `graphics_capabilities`** — reports the graphics backend (Vulkan or OpenGL) and capability flags. Privacy-conscious server operators may want to flag this to community members before they update.\n\n## 17 Bug Fixes — Vulkan Crashers Among Them\n\nSnapshot 4 closes 17 issues. The two worth flagging:\n\n- **VSync framerate issues with Vulkan on macOS** are fixed.\n- **Multiple Vulkan rendering crashes and visual glitches** are patched.\n\nIf your players have been complaining about visual artefacts since the engine work in 26.1, this is the snapshot to point them at.\n\n## What This Means for Your Server\n\nIf you run a Vanilla snapshot test server, here is the quick checklist:\n\n- **Update your datapacks to format 103.0** before swapping over — old format will load but throw warnings.\n- **Replace `minecraft:type_specific\u002Fslime`** in any predicate JSON with `minecraft:type_specific\u002Fcube_mob`.\n- **Take a world backup**. Q2 2026 release candidates are getting close, but worlds opened in snapshots are still flagged \"experimental\" and will throw a warning on stable launch.\n- **Push a Mac-Vulkan retest** to your Apple Silicon players — the framerate fix is real.\n- **Communicate the telemetry change** if your community is privacy-sensitive.\n\n## Verdict — A Polish Snapshot, And That Is Good News\n\nSnapshot 4 is small in raw content but heavy in signal. When Mojang stops adding things and starts fixing them, the drop is close. Expect Snapshot 5 next week, and a release candidate by mid-May at the latest if the Chaos Cubed Q2 window holds.\n\nFor server admins, the takeaway is straightforward: the Chaos Cubed snapshot line is now stable enough to run a public test server on without crash-loops. If you have been waiting, this is the moment.\n\n## Host Your Minecraft Server with DoomHosting\n\nRunning a snapshot server on DoomHosting takes about ninety seconds. Pick **Minecraft Java Edition**, point your Pterodactyl egg at the snapshot JAR, and the panel handles everything else — DDoS protection, full FTP for datapack swaps, and instant restarts when you flip snapshot versions.\n\n**[Start your Minecraft server →](\u002Fminecraft-server-hosting)**\n\nSnapshot 4 is the calm before the Q2 release. Get your test server running now — Chaos Cubed is the closest a Minecraft drop has felt to a major update in years.","Minecraft 26.2 Snapshot 4, Minecraft Snapshot 4 patch notes, Minecraft Chaos Cubed, Minecraft sulfur cube, Minecraft peaceful spawning fix, Minecraft pack format 103, nameplate distance attribute, Minecraft April 2026 snapshot, Minecraft server hosting","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fminecraft-chaos-cubed-banner.jpg","2026-04-26T07:16:35.66+00:00","2026-04-26T07:16:37.453933+00:00","2026-05-06T15:35:29.531537+00:00",{"da":121,"de":122,"en":111,"pl":123,"sv":124},"minecraft-26-2-snapshot-4-svovl-finpudsning-fredelig-rettelser-april-2026","minecraft-26-2-snapshot-4-schwefel-politur-peaceful-fixes-april-2026","minecraft-26-2-snapshot-4-szlifowanie-siarki-poprawki-peaceful-kwiecien-2026","minecraft-26-2-snapshot-4-svavel-polering-peaceful-fixar-april-2026",{"name":63,"role":64},{"id":127,"slug":128,"title":129,"description":130,"content":131,"keywords":132,"featured_image":133,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":134,"created_at":135,"updated_at":136,"allSlugs":137,"author":142,"date":134},"49f94d4f-d4d6-4e29-866c-6697f042363d","soulmask-1-million-copies-casual-mode-april-2026","Soulmask Hits 1 Million Copies, Adds Casual Mode in Patch #6 (April 2026)","Soulmask hit 1M copies + launched Casual Mode in 1.0 Patch #6 on April 21, 2026: infinite construction, no death penalty, bigger tribes. Server impact inside.","Soulmask just hit a milestone almost no Early Access survival game reaches: **1 million copies sold**, announced by CampFire Studio on April 21, 2026 — and they shipped a brand-new **Casual Mode** the same day in Patch #6 to celebrate. Two days later, Patch #7 dropped on April 23 with another wave of fixes and quality-of-life tweaks. If you've been playing or hosting Soulmask after the 1.0 launch, this is the busiest week the game has had since release.\n\n## Release Date\n\nCampFire Studio published the **1 Million Copies & Brand-New Way to Play** announcement on **April 21, 2026**, alongside Soulmask 1.0 Update **Patch #6** (server maintenance at 08:00 UTC, April 21). The follow-up **Patch #7** went live at **07:00 UTC on April 23, 2026**. Both patches included client updates, so existing servers and players need to be on the latest build.\n\n![Soulmask 1 million copies celebration art with chieftain and tribesmen](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fsoulmask-1-million-copies-casual-mode-april-2026-1m-celebration.jpg)\n\n## Casual Mode: Soulmask Without the Survival Pressure\n\n![Soulmask Casual Mode hero — open world creative building with infinite construction](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fsoulmask-1-million-copies-casual-mode-april-2026-casual-mode.jpg)\n\nThe headline addition is **Casual Mode**, a brand-new game mode for players who want the airships, tribes, and Shifting Sands content without the full survival grind. CampFire built it after weeks of feedback from new players who told them: *\"Can I just build freely from the start? I love the ships, but surviving and growing a tribe feels like way too much to deal with.\"*\n\nHere's everything Casual Mode unlocks:\n\n- **Creator Menu & Infinite Construction** — A new Creator Menu in the main menu, plus an Infinite Construction toggle. Spawn any item in any quantity at any time, or build any structure without consuming materials.\n- **All ship-building limits removed** — No part count caps, no zone restrictions, no building height limits. Build the grandest airships you can imagine.\n- **Lower difficulty** — Faster leveling, faster resource gathering, lower enemy damage.\n- **No death penalty** — Items no longer drop on death. Explore freely.\n- **Increased tribe size cap** — Ship, tribesman, and animal caps are significantly raised. This is the mode for building massive armies and clans.\n- **Free blueprint usage** — With Infinite Construction enabled, you can spawn any ship blueprint regardless of size.\n- **Survival systems off** — Most consumption mechanics, equipment durability costs, and building decay are removed.\n- **Revamped tutorial** — A smoother, less cluttered onboarding flow (also rolled into Management Mode).\n- **New starter ship** — A brand-new **Egyptian-styled leisure cruiser**, the one previewed in dev logs, ships as the Casual Mode starter.\n\n![Soulmask Casual Mode Egyptian-styled leisure cruiser airship](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fsoulmask-1-million-copies-casual-mode-april-2026-egyptian-cruiser.png)\n\nThis is a huge unlock for the kind of player who wants Soulmask as a creative sandbox first and a survival game second — and a major hook for hosting communities that want a low-pressure server for builders.\n\n## Patch #6 — What Else Shipped on April 21\n\nBeyond Casual Mode, Patch #6 trimmed several rough edges:\n\n- **Tribe Mode tutorial guidance** was partially revised\n- **Friendly damage no longer inflicts limb injuries** — your tribesmen won't permanently maim each other in crossfire\n- **Increased minimum spacing** for Basic and Advanced Protective Fields (less spam-stacking)\n- **Ship-mounted campfires** are exempt from zip line connection restrictions\n- **Animation shaking** issues optimized\n- **Steel Cannon damage vs Protective Fields** raised\n- Bug fixes: jumping out of the Starfall Fields Ancient Dungeon, Power Crystal collection from engine rear and Protective Field tops, talent reshuffles incorrectly erasing skills with Training Amnesia Potion\n\n## Patch #7 — Mask Repair, Ground Docking, and Boss-Combat Polish (April 23)\n\nPatch #7 is where the post-launch grind really shows. The standout additions:\n\n- **Mask Node Repair now pulls materials from surrounding chests** — no more manual inventory shuffling for repairs\n- **Consecutive food consumption** no longer waits for the eating animation — finally, a real \"eat-spam\" QoL fix\n- **Ground ship docking system** — install on foundation sides to dock ships on terrain, with new crafting blueprints\n- **Observers and Patrollers** no longer require Explosive Cans to descend in combat\n- **Ship build counter UI** shows current\u002Fmax capacity while building\n- **Cannon damage numbers** from tribesman and allies are now visible to all tribe members\n- **PvE Shipboard Protective Fields** no longer block player characters and mounts\n- **PvP Protective Fields** no longer block players\u002Fmounts within their own tribe's campfire radius (activates 30 minutes after campfire placement)\n- **Ship engines auto-activate** flight mode once docking completes\n\nBug fixes covered cross-server tribesman group migration, large capture trap behavior on Giant Elephant calves, tribesman-operated Ballistas\u002FCannons targeting enemy cannons, and a long list of map and AI corrections.\n\n## Humanoid Boss Combat Got Friendlier\n\nCampFire specifically called out boss-encounter changes worth flagging for any server running PvE-heavy content:\n\n- **Difficulty scales with game mode** — humanoid boss combat now adjusts dynamically\n- **Ranged spam reduced** — humanoid enemies no longer infinitely throw weapons\n- **Boss\u002Felite HP no longer scales with follower count** under default settings\n- **Reduced boss AoE attacks** that were one-shotting tribesman followers\n\nIf your players have been complaining that boss content was unwinnable with a tribe, those complaints are fixed now.\n\n## What's Next on the Roadmap\n\nThe dev post also teased the upcoming UI and early-game overhaul:\n\n- **Quest log interface** so quests can be reviewed and tracked even if skipped\n- **Restructured main quest and tutorial categories** for clearer progression\n- **Reworked early-game flow** that weaves world-building, airships, tribesmen, and tribe mechanics naturally into onboarding\n- **Phased UI overhaul** — first targets are tech-level filtering for craftable items and improved inventory sorting\n\nNo dates yet, but CampFire said \"we'll share more details soon.\"\n\n## What This Means for Your Server\n\nIf you run a Soulmask server, here's the practical checklist for this week:\n\n- **Update to Patch #7 (April 23 build).** Both patches included client updates — out-of-date servers will block player connections.\n- **Take a backup before updating.** Tribe data, ship blueprints, and protective field placements all touched core systems.\n- **Decide whether to run Casual Mode as a separate world.** Casual Mode is a different ruleset from Tribe\u002FManagement Mode — many communities will want a dedicated Casual server alongside their main PvE\u002FPvP world.\n- **Audit Protective Field placement.** New minimum spacing rules (Patch #6) may affect existing builds. Players will need to re-place fields that were too close together.\n- **PvE servers benefit immediately.** The PvE Shipboard Protective Field fix removes a major movement blocker that's been a top community complaint.\n- **Expect a player surge.** A 1 million copies milestone plus a new game mode is exactly the kind of moment that brings lapsed players back. More server slots help.\n- **Plan for 30-minute downtime windows.** Both Patch #6 and #7 ran 30-minute maintenance windows. Future post-launch patches will likely follow the same cadence.\n\n## Verdict\n\nA million copies inside Early Access is a flex, but the more interesting story is that CampFire used the milestone to ship something useful instead of just throwing a party. **Casual Mode is the right addition at the right time** — it opens Soulmask to creative builders who bounced off the survival grind, gives streamers and content creators an unrestricted sandbox to show off the game's airship system, and gives server hosts a clear second-track community to support.\n\nPatch #7's mask repair and food spam fixes are the kind of quality-of-life cuts that take Soulmask from \"great game with friction\" to \"great game I can recommend to my friends.\" This week is the strongest the post-launch period has felt yet.\n\n## Host Your Soulmask Server with DoomHosting\n\nCasual Mode is built for big tribes and bigger ships — exactly the kind of build that benefits from dedicated server hardware. DoomHosting offers **instant Soulmask server setup**, full FTP access for tweaking Casual Mode coefficients, DDoS protection, and a Pterodactyl panel that pushes Patch #6 and #7 the moment CampFire ships them. No queueing, no waiting — your server is online within minutes.\n\n**[Start your Soulmask server →](\u002Fsoulmask-server-hosting)**\n\nThe masks are sharper, the tribes are bigger, and the ships are now Egyptian. Time to log in and build something ridiculous.\n","soulmask casual mode, soulmask 1 million copies, soulmask patch 6, soulmask patch 7, soulmask 1.0 update, soulmask creator menu, soulmask infinite construction, soulmask april 2026, soulmask server hosting, soulmask dedicated server","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fsoulmask-1-million-copies-casual-mode-april-2026-banner.png","2026-04-25T15:49:39.448+00:00","2026-04-25T15:49:53.73322+00:00","2026-05-06T15:35:29.583878+00:00",{"da":138,"de":139,"en":128,"pl":140,"sv":141},"soulmask-1-million-eksemplarer-casual-mode-april-2026","soulmask-1-million-exemplare-casual-mode-april-2026","soulmask-1-milion-egzemplarzy-casual-mode-kwiecien-2026","soulmask-1-miljon-exemplar-casual-mode-april-2026",{"name":63,"role":64},{"id":144,"slug":145,"title":146,"description":147,"content":148,"keywords":149,"featured_image":150,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":151,"created_at":152,"updated_at":153,"allSlugs":154,"author":158,"date":151},"a0542e1b-74d7-4cd2-a292-25cd8d0135bb","unturned-wild-harvest-3-26-2-update-april-2026","Unturned 3.26.2 Wild Harvest: Reel-In Fishing, Bricks & Mushrooms (April 2026)","Unturned 3.26.2 Wild Harvest hit April 2, 2026: reel-in fishing, clay\u002Fbrick building, foragable mushrooms, berry rebalance. Server impact inside.","Unturned just got the largest survival-systems shake-up in months. Patch **3.26.2.0 \"Wild Harvest\"** dropped on April 2, 2026, turning fishing into an active minigame, opening up a full clay-and-brick building tier, and scattering foragable mushrooms across every map. Berries got renamed and rebalanced, cooking picked up a dozen new recipes, and admins finally have proper toggles for safezone building and the foliage-off exploit. If you run an Unturned server, this is the patch you actually need to plan around.\n\n## Release Date\n\nWild Harvest went live on **April 2, 2026** as version 3.26.2.0. Smartly Dressed Games has since shipped polish hotfixes — the latest, **3.26.2.3**, landed on April 23, 2026 — so the dust has settled and the build is stable enough to roll out to community servers without surprises.\n\n## Fishing Is Now a Reel-In Challenge\n\n![Unturned Wild Harvest fishing minigame — player reeling in a catch on a coastal map](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Funturned-wild-harvest-3-26-2-april-2026-fishing.png)\n\nFishing is no longer a passive wait-and-pray. When a fish takes the bait, **you have to complete a reel-in challenge** before it's caught. Catchable loot is now **map-specific**, so the fish you pull on PEI are not the fish you pull on Russia, and **rainstorms increase bite frequency** — weather is suddenly something to plan a fishing run around.\n\nThe new species list is huge:\n\n- **Seaweed**, **Shrimp**, **Lobster**, **Goatfish**, **Northern Pike**, **Dolphinfish**, **Giant Trevally**, and **Tuna** all join the catch table\n- A rare **Pike Blueprint** can drop while fishing — craft your own Pike instead of waiting for one\n- **Wooden Rods** are now sidegrade tiers (each wood type has different stats), and the **Upgraded Fishing Rod** is a clean upgrade above the standard rod\n\nAdmins who don't want the minigame on their server can disable it via `Enable_Fishing_Catch_Challenge` in Advanced Config, and tune bite intervals with `Min_Fishing_Bite_Interval` and `Max_Fishing_Bite_Interval`.\n\n## Clay, Pottery Kilns, and Brick Building\n\n![Unturned Wild Harvest brick base building — pottery kiln smelting clay into bricks](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Funturned-wild-harvest-3-26-2-april-2026-clay-bricks.png)\n\nThis is the structural change long-time builders have been waiting for. **Clay** is a new mineable resource (often found underwater) on every map, and the new **Pottery Kiln** smelts it into Bricks — plus Ceramic Plates and Ceramic Bowls for cooking.\n\nBrick now has a **complete structure set**:\n\n- Floors, **triangular floors**, roofs, **triangular roofs**\n- Holes, stairs, ramps\n- And — at last — **triangular trapdoor holes**, the one shape that's been missing from Unturned base building since the wood and metal tiers shipped\n\nTriangular floors and roofs also got unique held\u002Fdropped\u002Finventory models, so they read correctly when you're sorting your build mats.\n\n## Foragable Mushrooms and a Cooking Overhaul\n\n![Unturned Wild Harvest foragable mushrooms — Brown Cap and Red Spotted varieties under trees](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Funturned-wild-harvest-3-26-2-april-2026-mushrooms.png)\n\n**Wild mushrooms** are now scattered across every map, typically growing under trees. Two species ship at launch — **Brown Cap** and **Red Spotted** — both with roasted versions, **Mushroom Stew**, and **Mushroom Pizza** recipes. The tutorial was updated to teach players to pick them up.\n\nThe cooking system around mushrooms got a major content drop too:\n\n- **Lobster Roll** (PEI specialty), **Poke Bowl**, **Salmon Meunière**, **Stargazy Pie**, **Seaweed Soup**, **Vegetable Stew**, **Baked Potato**\n- **Cooked Rice**, plus raw **Rice**, **Sugarcane**, and **Sugar** as new ingredients\n- A full set of **sandwiches for every new fish**\n- An alternative **Pizza recipe using Canned Beef** — pizza without flour grinding\n\nEating animations were remastered for candy bars, canned foods, sandwiches, doughnuts, pancakes, waffles, bread, cake, pies, chips, MREs, pizza, and meat. It's a small thing on paper but it makes consumeables feel night-and-day better in first-person.\n\n## Berry Rebalance and Farming Tweaks\n\nEach berry has been **redesigned around a specific stat** — names and colors changed to match. A new **Hanuberry** (IDs 571-574) joins the lineup and is foragable on every map except Russia (where it's sold at T.Rickster's Blackmarket). Berry pie crafting cost dropped from 4 refined berries to 3.\n\nFarming saw growth-time rebalancing:\n\n- **Slower:** berry, potato, pumpkin, tomato seeds\n- **Faster:** corn, wheat seeds\n- New **Mushroom Seeds** (Brown Cap and Red Spotted) and **Rice\u002FSugarcane Seeds** spawn in botanist shops and libraries\n\nIf your server runs a long-term farming meta, your players will need to retune their schedules.\n\n## New Difficulty and Server Options\n\nThis patch quietly hands a lot of power to admins:\n\n- `Bypass_Building_In_Safezones` — building in safezones is now allowed by default in singleplayer (the **Liberator is buildable!**), and toggleable on servers\n- `Bypass_No_Building_Zones` — useful for custom maps that lock points of interest\n- `Disable_Foliage_Off` — forces a minimum **Low** grass density to kill the foliage-off PvP exploit, with a server lobby badge so players know before they join\n- `Skill_Cost_Multiplier` — global skill cost scaling\n- `Enable_Fishing_Catch_Challenge` and the bite-interval scalers above\n\nHardcore PvP servers, in particular, should look at `Disable_Foliage_Off` immediately — that's been a community grievance for years.\n\n## Map and Spawntable Changes\n\n- **Foragable Hanuberry bushes** added to every map except Russia\n- **Mineable clay nodes** added to every map\n- New **Lighthouse** spawntable (similar to campgrounds, with a new **Rainsuit** clothing set)\n- New **Library** spawntable — wide-variety supplies plus rare blueprints\n- Newly added fish and **Giant Squid** are sellable to Chef Leonard on Russia (squid only after completing \"The One That Got Away\")\n- **PEI Lighthouse** got a small cave, larger navmesh, and more zombies; some spawnpoints moved away from Summerside Military Base\n- Yukon's hidden under-ice trees were cleared\n- **Germany's ponds** are now classified \"Dirty\" instead of \"Salty\" — drinkable in a pinch — and Germany has separate freshwater\u002Fsaltwater fishing tables\n\n## What This Means for Your Server\n\nA practical checklist before you push 3.26.2.x to your community:\n\n- **Take a backup.** Berry IDs and stats changed — anything that depends on specific berry behavior (custom recipes, mods) will need re-checking.\n- **Plan a brief downtime window.** Update is small, but the farming retune means existing crops mid-grow may behave differently.\n- **Audit your server config.** The new toggles (`Bypass_Building_In_Safezones`, `Disable_Foliage_Off`, `Enable_Fishing_Catch_Challenge`) all default to enabled — decide whether you want them on for your community before players notice.\n- **Mod compatibility.** Custom maps need to opt into the fishing catch challenge; check your maps before assuming the new minigame works everywhere.\n- **Communicate the berry rename to your players.** Names and stats changed — wiki guides written before April 2 are out of date.\n- **Expect a player spike.** Wild Harvest is the biggest gameplay refresh in months — slot count headroom helps.\n\n## Verdict\n\nWild Harvest is the rare survival-game patch that touches almost every loop without breaking the feel of the game. Fishing went from a chore to an actual activity, brick building closes the long-running \"we have wood and metal but nothing in between\" gap, and the cooking pass turns food from a calorie counter into something worth cooking for. Pair that with admin toggles that fix two of the longest-standing community complaints (foliage-off and safezone building restrictions), and you have a patch that respects both casual players and dedicated server admins.\n\nIf you've been off Unturned for a few months, this is the patch worth coming back for.\n\n## Host Your Unturned Server with DoomHosting\n\nRunning Wild Harvest with friends? DoomHosting offers **instant Unturned server setup**, full FTP access for config tweaks (you'll want it for the new toggles), DDoS protection, and a Pterodactyl panel that lets you push patches the moment they drop. No queueing, no waiting — your server is online within minutes of payment.\n\n**[Start your Unturned server →](\u002Funturned-server-hosting)**\n\nThe fish are biting harder, the bricks are stacking higher, and the mushrooms aren't going to forage themselves. Time to log back in.\n","unturned update, unturned 3.26.2, wild harvest, unturned fishing update, unturned bricks, unturned mushrooms, unturned patch notes april 2026, unturned server hosting, unturned dedicated server","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Funturned-wild-harvest-3-26-2-april-2026-banner.png","2026-04-25T09:36:28.48+00:00","2026-04-25T09:36:48.481361+00:00","2026-05-06T15:35:29.259533+00:00",{"da":155,"de":145,"en":145,"pl":156,"sv":157},"unturned-wild-harvest-3-26-2-opdatering-april-2026","unturned-wild-harvest-3-26-2-aktualizacja-kwiecien-2026","unturned-wild-harvest-3-26-2-uppdatering-april-2026",{"name":63,"role":64},{"id":160,"slug":161,"title":162,"description":163,"content":164,"keywords":165,"featured_image":166,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":167,"created_at":168,"updated_at":169,"allSlugs":170,"author":175,"date":167},"231fe7ed-1c78-48db-88b6-03c136be36d5","rust-may-2026-force-wipe-workbench-upgrades-mortars-april-2026","Rust May 2026 Force Wipe: Workbench Upgrades, Mortars & New Vending UI (May 7)","Rust's May 7, 2026 force wipe brings a workbench upgrade system, a new mortar weapon, and a vending UI overhaul — here's what's on staging and how to prep your server.","Rust's May 2026 force wipe lands **Thursday, May 7, 2026 at 19:00 London time**, and this one is more than just a reset. Facepunch's staging branch has been quietly loading up with the biggest system shift in months: a full **workbench upgrade system**, a **new deployable mortar**, and a long-overdue **vending machine UI rework**. If you run a Rust server — or play on one — May 7 is the date to circle.\n\nHere is everything currently confirmed on staging, plus what it means for your next wipe.\n\n## When Does the May Update Drop?\n\nRust follows a predictable cadence: the **first Thursday of every month at 19:00 London time**, servers force wipe and the new build goes live. For May 2026 that lands on **Thursday, May 7, 2026**. Blueprints wipe only on the quarterly cycle, so this is a map and building wipe, not a BP wipe.\n\nThe update is still cooking on the staging branch as of this writing, so some features below may shift in polish before launch — but the core systems are already locked in and working.\n\n## Workbench Upgrade System — The Big One\n\n![Rust base with stone compound and player firing a rocket launcher — workbench upgrades give bases more crafting power](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Frust-may-2026-base-workbench.jpg)\n\nThe headline change: **workbenches are no longer static**. You can now slot upgrade items directly into your Tier 1, 2, or 3 workbench, each of which applies a buff to crafting, research, or the bench itself. Rustafied's latest staging coverage (April 22) confirms the system supports **up to 10 upgrade slots in testing**, and each upgrade physically appears on the workbench — rebar, gears, wiring, props that make your crafting station feel earned.\n\nKey details:\n\n- **Physical props** — every upgrade installed shows on the bench model, so you can see what a rival built when you raid them\n- **HUD stacking** — the crafting HUD displays multiple upgrade icons at once, expanding into additional rows as you stack\n- **Clearance zones** — you cannot install upgrades if the surrounding build area is blocked, so bench placement matters again\n- **Upgrade pool** — bonuses span faster crafting, reduced research scrap cost, cheaper blueprint copies, and more\n\nFor solo and duo players this is huge: a well-upgraded bench closes some of the crafting-speed gap against larger groups. For big clans, it is another race to wipe-day Tier 3.\n\n## The New Mortar Weapon\n\n![Rust city combat with player carrying an assault rifle — the new mortar adds indirect fire to wipe-day toolkits](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Frust-may-2026-combat-mortar.jpg)\n\nA **deployable mortar** is landing with this update — placed on the ground, mounted by the player, and aimed by manually adjusting firing angle. Primary fire launches shells in an arc, trading precision for range and positioning. Rustafied flagged it as an early prototype (April 16): damage is currently tuned around rocket values with a shorter range and a custom fuse time, and the sound, firing behaviour, and trajectory preview are still being tuned.\n\nIn practice, the mortar opens up a new category of siege play — an area-denial tool that lets small groups pressure bases without stockpiling the rockets to run full raid trains. Expect big changes to how walled-in compounds defend once this stabilises.\n\n## Vending Machine UI Overhaul\n\nThe **vending machine UI** has been due for a pass for years, and the May update finally delivers. The new interface is deep into polish — drag-and-drop item listing straight from your inventory, reorderable listings without the old menu dance, a suggestion system for pricing, search-bar improvements, and support for separating skinned items into their own listings.\n\nVisually it is also lighter and more transparent, which is a small thing until you are running a 40-item shop and every row counts. Combined with the admin-UI overhaul flagged on the April 22 staging notes, vending-heavy servers — the trade-focused PvE communities in particular — are about to get a lot more usable.\n\n## Barrel Reskins, Binoculars, and QoL\n\nA handful of smaller pieces round out the update:\n\n- **Barrel reskins** — loot barrels are getting an art pass, finally cleaning up the placeholder variants\n- **New binoculars model** — replacing the existing one with higher-fidelity geometry and animations\n- **Optimizations** — backend performance work that should pay dividends on larger pop servers\n- **Player customisation** additions spotted in staging devblogs — details TBC but it is another ongoing Q2 theme\n\nPatch notes will fill in more detail at wipe time; for now, staging is the canonical reference.\n\n## What This Means for Your Rust Server\n\nIf you run a community or clan server, the May wipe brings a handful of ops-side considerations:\n\n- **Update window** — Rust servers auto-update on force wipe Thursday, but large modded setups (Oxide or Carbon plugins) often need a day or two for plugin authors to catch up. Budget a short maintenance window\n- **Plugin compatibility** — workbench changes hit the crafting pipeline; any plugin that modifies crafting, research, or skill trees will likely need an update\n- **Backup before wipe** — always snapshot your server data folder before the first restart; map wipes are predictable, but plugin interactions with new systems are not\n- **Expect a player spike** — first-Thursday wipes always pull a spike in connections, and the May update's headline features will pull an even bigger one. Make sure your slot count and CPU budget can handle 1.5x to 2x your normal concurrent\n- **BP wipe timing** — this is NOT a BP wipe month; the next BP wipe is the quarterly cycle in July\n\n## Is the May Wipe Worth Logging Back In For?\n\nYes — unambiguously. The workbench upgrade system alone is the biggest shift to Rust's crafting economy since components replaced raw materials years ago, and the mortar is a genuinely new tool rather than another reskinned gun. The vending UI rework is quality-of-life you will feel every time you set up a shop.\n\nThe risk is the usual Facepunch-staging caveat: features on staging sometimes get delayed to the following month. If any of the above slips, it will still be a strong month — but the workbench system looks locked.\n\n## Host Your Rust Server with DoomHosting\n\nWipe day is chaos. The last thing you need is a server choking under a 2x player spike because you are on underpowered hardware.\n\n**[Start your Rust server →](\u002Frust-server-hosting)**\n\nOur Rust hosting runs on high-clock-speed CPUs tuned for single-threaded workloads (Rust is notoriously single-threaded), NVMe storage for fast map generation, and DDoS protection that holds up when everyone is online at 19:01 London time. Oxide and Carbon are one-click installs, plugin updates are automated, and we snapshot your data before every wipe.\n\nSee you on May 7 — good luck out there.","rust may 2026 update, rust may force wipe, rust workbench upgrades, rust mortar weapon, rust vending machine ui, rust patch notes, rust staging branch, rust server hosting, rust dedicated server, rust update preview","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Frust-may-2026-force-wipe-featured.jpg","2026-04-24T09:30:00+00:00","2026-04-24T07:17:14.107344+00:00","2026-05-06T15:35:29.360975+00:00",{"da":171,"de":172,"en":161,"pl":173,"sv":174},"rust-maj-2026-force-wipe-workbench-opgraderinger-morterer-april-2026","rust-mai-2026-force-wipe-werkbank-upgrades-moerser-april-2026","rust-maj-2026-force-wipe-ulepszenia-stolu-mozdzierze-kwiecien-2026","rust-maj-2026-force-wipe-workbench-uppgraderingar-mortlar-april-2026",{"name":63,"role":64},{"id":177,"slug":178,"title":179,"description":180,"content":181,"keywords":182,"featured_image":183,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":184,"created_at":185,"updated_at":186,"allSlugs":187,"author":189,"date":184},"86815297-e9de-4396-a8a2-6c68b6050794","hytale-update-5-pre-release-social-sidebar-april-2026","Hytale Update 5 Pre-Release: Social Sidebar and Audio Overhaul, April 2026","Hytale's Update 5 is rolling out weekly on the pre-release branch through April 2026 — here's what's coming: Social Sidebar, Discord integration, audio occlusion, and more.","Hytale's fifth major content update is rolling out right now — not as a single drop, but as a weekly-updated **Pre-Release** that has been ticking over every few days since April 2, 2026. The most recent pre-release post landed on April 16. If you've been waiting to see what lands next on the stable branch, the patch notes are already giving you a preview.\n\nThe headline features are a proper **Social Sidebar**, **Discord account integration**, and a long-requested **audio occlusion** pass. Below is what the current pre-release build contains, how to opt in, and what it means if you run a Hytale server.\n\n![Hytale Update 5 — work in progress banner showing characters at a crafting table with a WIP sign](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fhytale-update-5-pre-release-banner.png)\n\n## When Does Update 5 Release?\n\nThe Hypixel Studios team has not committed to a stable-branch date for Update 5 yet. The first pre-release post went up on **April 2, 2026**, and they've been stacking new pre-release parts on top of it roughly once a week — Part 1 (March 28, sound and modding foundations), then three more chunks through April.\n\nThat cadence matches how Updates 3 and 4 were handled: a rolling pre-release that gets called \"done\" once the team is happy, then pushed to the stable branch. If you want to play it now, open the Hytale launcher and go to **Settings → Pre-Release** to enable it. Just keep a backup of your world — pre-release builds can eat saves.\n\n## Social Sidebar and Discord Integration\n\nThe biggest player-facing addition is a built-in **Social Sidebar** accessible from the main menu. You get a friends list with online status, direct world-joining, invite links, and a block list — features that, until now, lived entirely outside the game.\n\n![Two Hytale characters standing near a glowing magic portal — representing social connections between players](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fhytale-update-5-social-portal.png)\n\nOn top of that, you can **link your Discord account** inside Hytale. Once linked, your Discord friends show up in the same list — so if your community already lives on Discord, you don't have to manually re-add everyone inside the game. For server owners, this closes the gap between \"I'm on your Discord\" and \"I'm on your Hytale world\" into basically one click.\n\n## Audio Occlusion and a Full Sound Pass\n\nHytale's audio is getting a serious cleanup. **Audio occlusion** means sounds are now muffled based on the blocks between you and the source — walls, doors, and terrain actually dampen noise the way you'd expect. Third-person sounds also now spatialize from the player's actual position instead of the screen center, and first-person ambient loops (like torches) offset correctly so they don't feel glued to your face.\n\nOn top of the occlusion system, lots of block-breaking particles and sound effects have been overhauled across the biome-specific material themes.\n\n## Creative Tools Get a Major Overhaul\n\nIf you build, this is the part to read twice:\n\n- **Permissions system is no longer gamemode-dependent** — you can finally configure who can do what without flipping an entire world into Creative mode\n- **Entity Tool** gains undo\u002Fredo support, NPC scale options, and better entity selection\n- **Node Editor** now works on **macOS and Linux**, not just Windows\n- Bookshelves can be stacked, rope blocks extend vertically, and grass variants craft at the Farmer's Workbench\n\nThese aren't flashy, but every one of them is something the building community has been asking for since early access launched in January.\n\n## New Content and Blocks\n\n![A wide showcase of dozens of Hytale building blocks including stairs, slabs and decorative variants in multiple biome colors](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fhytale-update-5-block-variants.png)\n\nUpdate 5 adds **three new Gold Pipe variants**, refreshed decorative metal textures, and refinements to how item descriptions and salvage recipes work. Deployable Turrets now correctly recognize their placer as an ally. **Chest stack sizes jump from 10 to 25** — a small number that makes a huge dent in how much shuffling you do mid-build.\n\nStatus effect visuals (Burn, Freeze, Poison) have been cleaned up so what's happening to your character is actually readable at a glance.\n\n## Technical and Modding Changes\n\nUnder the hood, Hytale has migrated vector math to **JOML (Java OpenGL Math Library)**, which is mostly invisible to players but matters a lot to modders. There are new **world-gen-v1 mod event hooks**, the ProjectileComponent now exposes creator UUID, and item container operations have been optimized.\n\nThe nomenclature also got tidied: \"Grey\" is now standardized to \"Gray\" across the entire game, and item names now include material types (e.g., \"Aqua Stone – Stairs\"). If you maintain a mod, expect a one-time pass through your strings.\n\n## Key Bug Fixes\n\nThe pre-release branch is already clearing out crashes and long-standing issues:\n\n- Crashes from empty crafting outputs and map interactions resolved\n- NPC movement and projectile physics no longer trigger rare crashes\n- Tree growth mechanics and orientation issues corrected\n- Voice chat volume distance calculation fixed\n- Half-slabs no longer cause placement delays\n- Modern Cloth Roof Corners display correct orientation\n- Teleport permission checks tightened\n\n## What This Means for Your Server\n\nIf you run a Hytale server, Update 5 is not a scary migration — it's mostly additive — but a few things are worth planning for:\n\n- **Back up your world** before enabling pre-release. Always, no exceptions.\n- **Plan a short update window** when stable drops. The social\u002FDiscord layer will want re-auth for some users.\n- **Expect a player spike.** Update landings historically push concurrents up for 3–5 days; scale your slot count if you're close to cap.\n- **Tell your modders** to test against the new JOML vector types and updated event hooks *before* you update production.\n- **Revisit your permissions config.** Since the permission system no longer ties to gamemode, you can loosen or tighten world rules without flipping players into Creative.\n- **Re-invite through Discord.** Once Update 5 ships stable, the Discord link flow makes community onboarding dramatically easier — it's worth a server announcement.\n\n## Is It Worth Jumping Back In?\n\nUpdate 5 is not Update 4's scale — Update 4 was a content-heavy release, this one is more systems-and-polish — but the Social Sidebar and audio overhaul are the kinds of quality-of-life fixes that disproportionately improve day-to-day play. If you've been running a server and telling friends \"just add me in Hytale,\" that sentence is about to stop being a chore.\n\nThe fact that Hypixel Studios is shipping a tagged pre-release every single week is also the clearest signal yet that early-access cadence is accelerating, not slowing.\n\n## Host Your Hytale Server with DoomHosting\n\nThinking about spinning up your own Hytale world for Update 5's social features? DoomHosting runs Hytale on high-clock gaming CPUs with NVMe storage, instant setup, and DDoS protection out of the box. Your Discord community, your players, your rules — no 10-slot cap, no hidden fees.\n\n**[Start your Hytale server →](\u002Fhytale-server-hosting)**\n\nThe social layer arrives in April — make sure your server is ready when it does.","hytale update 5, hytale patch notes, hytale pre-release, hytale social sidebar, hytale discord integration, hytale audio occlusion, hytale server hosting, hytale dedicated server, hypixel studios, hytale april 2026","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fhytale-update-5-pre-release-banner.png","2026-04-23T07:15:00+00:00","2026-04-23T07:13:33.171102+00:00","2026-05-06T15:35:29.312617+00:00",{"da":178,"de":178,"en":178,"pl":188,"sv":178},"hytale-update-5-pre-release-social-sidebar-kwiecien-2026",{"name":63,"role":64},{"id":191,"slug":192,"title":193,"description":194,"content":195,"keywords":196,"featured_image":197,"category":62,"author_name":63,"author_role":64,"is_published":10,"is_featured":65,"published_at":198,"created_at":199,"updated_at":200,"allSlugs":201,"author":206,"date":198},"d8286612-a0c4-4469-9110-165786d676d8","eco-update-13-logging-machines-progression-rework-april-2026","Eco Update 13: Logging Machines & Progression Rework (April 8, 2026)","Eco Update 13 launched April 8, 2026 with a full progression rework, the Scorpion logging vehicle, store tags and two April 15 hotfixes. Here's what changed.","Eco Update 13 went live on **April 8, 2026**, and it is the largest rewrite of the game's progression system since Strange Loop Games started shipping Update milestones. Stars now behave like a real currency — you earn far more of them over a game, but you also spend them on specialties, on talents, and eventually on things that have not even been announced yet. On top of that, Loggers finally got the heavy machinery they have been asking about for years, and the economy system got one of its top community requests: store tags.\n\nThis post walks through what is actually in the box, what changed in hotfixes 13.0.1 and 13.0.2 on April 15, and what it means if you run a dedicated Eco server.\n\n## Release Date\n\nUpdate 13 shipped on **April 8, 2026** as the stable branch release. Two hotfixes followed a week later on **April 15, 2026** (13.0.1 with balance changes, 13.0.2 with a block construction fix). The playtest branch was available from late March for server admins who wanted to get ahead of the migration.\n\n## Revised Progression — Stars Become a Currency\n\n![Eco Update 13 skill tree with tiered star costs](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Feco-update-13-progression.png)\n\nThe headline change — and the one that will reshape how long-running servers play — is that **specialties no longer all cost one star**. Each specialty now has a tier-based star cost:\n\n- **Logging:** 1 star\n- **Farming:** 2 stars\n- **Baking:** 3 stars\n- **Oil Drilling:** 4 stars\n- **Composites:** 5 stars\n\nBy default (outside No and Low Collaboration modes) every specialty you have already learned adds **an extra star** to the base cost of your next one. Talents are no longer free either — each one costs a star, and many of the new ones can be picked multiple times to stack their effect at further star cost.\n\nTo compensate, you earn **significantly more stars** across a game now, so the pool of choices is wider, not smaller. The design goal is to make good food and housing matter for the entire campaign, not just the first few days. Strange Loop has explicitly said they will watch the live numbers and ship hotfixes if balance drifts — which 13.0.1 already did.\n\n## New & Upgradable Talents\n\nNearly every talent in the game has been replaced. The new set is narrower and more specialized — you now pick a direction rather than collecting flat bonuses. Talents are designed for expandability: modders can add, remove, or tune talents at any skill level, and it is now possible to author **negative-effect talents that grant stars** in exchange for a drawback. Expect mod packs to lean on this heavily by mid-summer.\n\n## Logging Machines: Scorpion & Tractor Cutter\n\n![Eco Scorpion logging vehicle with logs loaded](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Feco-update-13-scorpion.jpg)\n\nLoggers were the weak link in the late-game machinery lineup. Update 13 fixes that with two new tools:\n\n- **Steam Tractor Wood Cutting Attachment** — grabs a tree, fells it, and cuts the trunk into logs on the ground. Logs can be collected manually or with the scoop attachment. A mid-tier option that slots into existing tractor builds.\n- **The Scorpion** — a dedicated logging vehicle that grabs, fells, and **stores logs internally**. No intermediate step, no log piles in the forest. This is the end-game answer for anyone running a lumber economy.\n\nThe Scorpion in particular makes a real difference on populated servers, where forest resources get chewed through fast and loggers have historically bottlenecked the construction tier.\n\n## Store Tags in the Economy\n\nBased on one of the top requests on the official feedback tracker, stores can now list **tags** as buy and sell offers instead of specific items. A \"Hardwood Logs\" tag buys any matching log; a \"Cooked Meals\" tag sells whatever fits. The feature is wired all the way through:\n\n- The **economy viewer** shows stores buying tags that contain the item you are filtering for.\n- Item tooltips list stores that buy the item through a tag.\n\nFor merchants on high-population servers this is huge — you no longer need 30 store windows for 30 log variants.\n\n## Quality of Life\n\nSmall changes, but the kind that remove daily friction:\n\n- **Hammer tool can now remove blocks** — no more switching to a separate tool for deconstruction.\n- **Fertilizer overlay** — shows nutrient changes as floating text when you apply fertilizer, and highlights affected tiles.\n- **Repair UI reworked** for clarity.\n- **Left-mouse** is now the interact button for planting seeds and applying fertilizer (keyboard-and-mouse players will feel this immediately).\n- **Vehicles no longer collide with tree saplings** — goodbye accidentally flattening the forest nursery.\n- **Pipes now support multi-placement with the hammer.**\n\n## Hotfix 13.0.1 & 13.0.2 (April 15, 2026)\n\nSeven days after launch Strange Loop shipped two hotfixes. The notable bits:\n\n- **Balance:** Transmission Pole, Waste Filter, Oil Refinery, Pump Jack, and Electric Machinist Table recipes were rebalanced — the common theme is **Basic Circuits replacing raw material inputs**, which shifts the Electronics industry earlier in the tech tree.\n- **Talent fixes:** Focused Workflow, Natural Fibers, Modern Materials, Concrete Applications and Set in Stone all had bugs that the 13.0.1 patch resolved.\n- **Civics:** Settlements now have jurisdiction for Reputation Transfer triggers when the target is a deed or picture within their influence.\n- **13.0.2:** Fixed a \"Block type mismatch\" error when building with blocks pulled from a stockpile.\n\n## What This Means for Your Server\n\nIf you run a dedicated Eco server, Update 13 is the kind of patch that is worth planning for rather than auto-updating:\n\n- **Back up your world** before updating — progression data is structurally different, and while Strange Loop has done the migration work, reverting is painful.\n- **Warn your players about spec and talent costs changing.** Anyone who learned multiple specialties for free will suddenly see a star deficit. Some servers are running partial skill resets.\n- **Expect a player spike.** Big updates always pull old players back for a fresh world; provision a bit more headroom.\n- **Review your economy rules.** Store tags change how shop slots get used — you may need to update any civic laws that cap shop offers per citizen.\n- **Check mod compatibility.** The talent system rewrite will break older talent mods. Wait for mod authors to update before re-enabling them.\n\n## Is It Worth Coming Back For?\n\nYes, and with one caveat. The progression rework is the single biggest gameplay change in years, and long-term players will feel it immediately. Loggers finally have parity with other late-game industries, and the economy gets a quality-of-life fix that server merchants have wanted since launch. The caveat is that existing worlds may feel rough until the balance hotfixes settle in — starting a fresh world with Update 13 is the cleanest way to experience it.\n\n## Host Your Eco Server with DoomHosting\n\nEco punishes underpowered hosts. The world simulation, live economy, and multi-player voting systems all run on the server, and Update 13's expanded progression data adds a little more overhead on top. If you are planning to spin up a fresh 10–30 player world to experience Update 13 properly, host it somewhere built for that shape of workload.\n\n**[Start your Eco server →](\u002Feco-server-hosting)**\n\nUpdate 13 rewards players who specialize — run a server that lets them.","eco update 13, eco progression rework, eco logging machines, eco scorpion, eco store tags, eco april 2026, eco server hosting, eco dedicated server, strange loop games, eco patch notes","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Feco-update-13-banner.jpg","2026-04-22T07:12:48.976+00:00","2026-04-22T07:13:31.551588+00:00","2026-05-06T15:35:29.103678+00:00",{"da":202,"de":203,"en":192,"pl":204,"sv":205},"eco-update-13-logging-maskiner-progression-rework-april-2026","eco-update-13-logging-maschinen-progression-rework-april-2026","eco-update-13-maszyny-drwalskie-progresja-rework-kwiecien-2026","eco-update-13-loggning-maskiner-progression-rework-april-2026",{"name":63,"role":64},{"left":208,"top":208,"width":209,"height":209,"rotate":208,"vFlip":65,"hFlip":65,"body":210},0,20,"\u003Cpath fill=\"currentColor\" fill-rule=\"evenodd\" d=\"M8.22 5.22a.75.75 0 0 1 1.06 0l4.25 4.25a.75.75 0 0 1 0 1.06l-4.25 4.25a.75.75 0 0 1-1.06-1.06L11.94 10L8.22 6.28a.75.75 0 0 1 0-1.06\" clip-rule=\"evenodd\"\u002F>"]