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Full server-owner breakdown.","The Indie Stone shipped **Project Zomboid Build 42.18.0** to the Unstable branch on **May 11, 2026**, and from a server operator's perspective this is one of the most consequential patches of the b42 cycle so far. A **RakNet DoS vulnerability** was patched, **two confirmed item-duplication exploits** were closed, the **non-PVP vehicle interaction model** was rewritten from scratch, and a quietly important **whitelist auth bug** that let players log in to other people's characters with only a username was removed.\n\nIf you run a multiplayer PZ server, read the security section before anything else.\n\n![Project Zomboid Build 42.18.0 Unstable banner from The Indie Stone](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fproject-zomboid-build-42-18-0-unstable-may-2026.webp)\n\n## How to get on Build 42.18.0 Unstable\n\nThe 42.18.0 build is on the **Unstable beta branch**, not Stable. To opt in:\n\n1. Right-click Project Zomboid in your Steam library.\n2. Select **Properties**.\n3. Under **Game Version & Betas**, choose **Unstable**.\n\nYour **server build has to match your client**. If you stage a community server on Unstable, every connecting player has to be on the same branch. For most live communities the safer call is to wait one to two weeks for 42.18.x to roll to Stable. The security fixes are reason enough to schedule that update window now though, instead of letting the patch sit.\n\n## Security: RakNet DoS, dupe exploits, and a whitelist auth flaw\n\nThis is the bit that matters for anyone with a public-IP PZ server.\n\n### RakNet DoS vulnerability patched\n\nBuild 42.18 fixes a **RakNet DoS vulnerability** disclosed to the team by a community member credited as Cat. RakNet is the network library PZ uses under the hood, so this is a pre-auth surface: an attacker did not need to be on the whitelist to crash a server using it. There is no public PoC and the Indie Stone notes only confirm the fix, not the exact vector, which is the responsible disclosure pattern we want.\n\n**Action item**: if your server is exposed on the open internet (not behind a Discord-only IP share), schedule the 42.18 update sooner rather than later. The fix only lands on Unstable today, but it will roll to Stable in the same patch family.\n\n### Two duplication exploits closed\n\n42.18 closes two confirmed dupes that have been quietly circulating:\n\n- **Backpack duplication** that copied the bag and all of its contents.\n- **Forging duplication** that produced an extra item per craft.\n\nBoth required no mods and worked on any vanilla MP server. If you have noticed players showing up with suspicious amounts of high-tier gear or ingots in the last few weeks, this is probably how. There is no rollback tool, but pinning a post about the closure on Discord and rolling a fresh wipe-light loot pass is the cleanest reset.\n\n### Unauthorised item spawning by clients\n\nClosely related: 42.18 fixes \"an issue that allowed unauthorised item spawning by clients.\" Same flavour of bug as the dupes, different vector. Worth knowing if you have ever seen a suspicious admin command audit line that did not come from a real admin.\n\n### Whitelist auth: AutoCreateUserInWhiteList removed\n\nThe hidden security headline is this line in the changelog:\n\n> Removed AutoCreateUserInWhiteList setting. This fixes an issue where in some instances another user could log in to a character by only knowing the username.\n\nIf you had `AutoCreateUserInWhiteList=true` on your server (it was the default behaviour on a lot of community configs), a player could connect with someone else's username and the server would happily create a whitelist entry for them. That is character-takeover territory. The setting is gone in 42.18, and the auth flow now requires a proper whitelist entry first.\n\nIf you maintained a whitelist export from a Discord bot or website signup, double-check it still imports cleanly after the update.\n\n![Project Zomboid Build 42 multiplayer survivors holding the line](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fproject-zomboid\u002Fbuild-42-18-mp-screenshot.webp)\n\n## Non-PVP vehicle interactions: full rewrite\n\n42.18 reworks how vehicles interact with non-PVP players. The old behaviour, where a passing car could stagger or kill a friendly player, has been a long-running complaint on community servers and the source of a lot of moderation tickets. After 42.18:\n\n- **Non-PVP players no longer take damage** when struck by a vehicle.\n- **PVP players still take damage** if `PlayerDamageFromVehicleImpact` is not set to None.\n- **PVP players can be knocked down** by a vehicle when `KnockedDownAllowed=true`.\n- **Non-PVP players are no longer staggered or knocked down** by vehicle impacts.\n- **Non-PVP players no longer damage vehicles** on contact.\n- **Persistent pedestrian contacts** stop applying max damage to cars.\n\nThis is a one-way improvement for PvE servers. For PvP servers, nothing changes by default; the existing damage knobs still work the way they used to.\n\n## Renamed server settings (check your config)\n\nTwo settings changed names. If you templated your `servertest.ini` from a community guide, update accordingly:\n\n- **DisableSafehouseWhenPlayerConnected** is now **DisableSafehouseWhenOwnerConnected**. The new name actually matches what the setting does (block safehouse breach while the *owner* is online, not any player).\n- **\"Wars\" setting is now disabled by default.** If you run a PvP server and were relying on the default, you have to explicitly enable it.\n\nIf your config still has the old `DisableSafehouseWhenPlayerConnected` key, the server will likely just ignore it on next boot. Double-check after the update.\n\n## Other MP fixes worth pinning\n\nA small selection from the multiplayer fix list that will be felt on community servers:\n\n- **Server hangs on world save creation** fixed.\n- **Anti-cheat false positive** triggering fixed.\n- Vehicle-related desyncs: clipping through one another, choppy trailers for remote players, taking too much damage on collision.\n- **Mannequin clothing disappearing visually after relog** fixed.\n- **Dyed clothing only changing colour when dropped** fixed.\n- **Calorie burn rate applying incorrectly when sitting in a vehicle** fixed (this one quietly broke the food economy on long-running servers).\n- **Body Damage & Muscle Strain from overencumbrance** no longer accumulates 4x faster on MP.\n- **\"distant vehicle\" audio** is back, so players can hear cars approaching from a distance again.\n- **Map visited area** now resets after relog, and `VisitedMap` saves got optimisation work.\n- **Redundant Fire and Smoke anti-cheats removed**, redundant XP \u002F XPPlayer anti-cheats and the unused AddXP packet removed. Less false-positive surface area.\n\nHosts running heavy mod stacks should retest after the update; the anti-cheat changes plus the modding API tweaks below sometimes shake out previously-silent mod incompatibilities.\n\n## New content and balance\n\nIt is mostly an MP and fixes patch, but a few things changed for players too:\n\n**New**\n\n- New **weapon reload animations** for lever action rifles and shotguns.\n- Accessibility option: **auto-pause the game when reading maps** (note: known to freeze the map screen on controllers, disable if you use a gamepad).\n- New keybind for **Sit on Ground**.\n- New garbage bin assets for Spiffos and PizzaWhirled, updated propane tank assets.\n\n**Balance**\n\n- **Park Ranger** now has +1 Carving instead of +1 Tracking.\n- **Rancher** now has +1 Fitness instead of +1 Agriculture.\n- **Improvised Gas Mask** rebalanced: clean rags can be used as Rag Filters, weaker than commercial respirators but stronger than a bandana, and used filters at \u003C= 30% Delta return as dirty rags.\n- Fluid container capacities adjusted: **Jerry Can 10L to 20L**, military canteens 500ml to 900ml, Cowboy canteen 1L to 1.8L, hydration backpacks 1L to 2L (or 3L for camo).\n- **Empty beer bottle** capacity slashed from 1L to 300ml, which is closer to a real bottle.\n\n![Project Zomboid Build 42 vehicles and survivor in Kentucky](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fproject-zomboid\u002Fbuild-42-18-vehicles-screenshot.webp)\n\n## Modding API: faction sync events and zombie speed methods\n\nFor server owners running mod stacks, the relevant additions:\n\n- **Non-base Module recipes now work in MP** (this was a recurring complaint).\n- New `SyncFactionServer(factionName, isRemove)` event that fires on any faction change.\n- New public methods on zombies: `doCrawlerSpeed(zombieSpeed)`, `doSprinter()`, `doFastShambler()`, `doFakeShambler()`, `doShambler()`, `getSpeedType()`. Difficulty and horde mods that swap zombie speeds at runtime can now do it cleanly through the public API.\n- `getModTags()` and `setTags()` added to `CraftRecipe`, `getItems()` added to `InputScript`.\n- **Mod Foraging Icon bug fixed**: mod items can now be foraged, which silently broke a number of seasonal mods.\n- Texture field added to Trait Script (custom Trait icons no longer need a hack).\n\nIf you ship a faction mod or a difficulty mod, plan a quick smoke test on Unstable before pushing 42.18 to your community.\n\n## Should you switch your live server to Unstable now?\n\nHonest answer for a community-server host:\n\n- **Public-facing server with a security-sensitive audience**: schedule a maintenance window in the next 7 days. The RakNet fix and the whitelist auth fix are reasons enough on their own.\n- **Private friend group server**: wait for 42.18 to hit Stable. The bugs that are still in Unstable will be in a 42.18.x hotfix soon.\n- **You actively want to test mods against 42.18 before Stable drops**: switch a dev server, not your live community.\n\nEither way, **back up your save before updating**. A pre-patch snapshot is cheap; restoring a corrupted world from a Steam recycled backup is not.\n\n## Host your Project Zomboid server with DoomHosting\n\nIf you are spinning up a fresh server to test 42.18, or thinking about moving off a laggy box before the next hotfix wave, [DoomHosting's Project Zomboid servers](\u002Fproject-zomboid-server-hosting) run on Ryzen 9 hardware with instant setup, full FTP access for editing `servertest.ini` and `Sandboxvars.lua` directly, Steam Workshop one-click mod installs, DDoS protection, and 24\u002F7 support. Pricing scales by RAM, so you can size for your actual player count instead of paying for slots you do not use.\n\nStay safe out there, Kentucky.","project zomboid build 42.18.0, project zomboid unstable, project zomboid patch notes, project zomboid 42.18, raknet dos fix, project zomboid server, project zomboid dedicated server, project zomboid mp fixes, project zomboid 2026, indie stone","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fproject-zomboid-build-42-18-0-unstable-may-2026.webp","news","Magnus","Game Server Expert",false,"2026-05-15T16:30:00+00:00","2026-05-15T16:17:51.464945+00:00",{"da":60,"de":60,"en":60,"pl":60,"sv":60},{"name":67,"role":68},[75,88,100,116],{"id":76,"slug":77,"title":78,"description":79,"content":80,"keywords":81,"featured_image":82,"category":66,"author_name":67,"author_role":68,"is_published":13,"is_featured":69,"published_at":83,"created_at":84,"updated_at":85,"allSlugs":86,"author":87,"date":83},"65dcf1d9-96c7-4bf8-8724-cb2ec256d9df","v-rising-1-1-1-patch-notes-free-weekend-may-2026","V Rising 1.1.1 Patch Notes + Free Weekend (May 14-18, 2026)","V Rising goes free on Steam May 14-18, 2026 and Patch 1.1.1 is live on Public Test now. Full balance notes, sale details, and what server owners should expect.","Stunlock Studios just dropped a one-two punch for V Rising fans: a **Free Weekend on Steam from May 14 to May 18, 2026**, paired with the full **Patch 1.1.1** balance notes published ahead of release — and the patch is already playable on the Public Test branch right now. If you run or are thinking about running a dedicated server, this is the busiest weekend the game has seen in months.\n\n![V Rising Free Weekend May 14-18, 2026 banner from Stunlock Studios](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fv-rising-1-1-1-patch-notes-free-weekend-may-2026.webp)\n\n## When Does V Rising Free Weekend Start?\n\nFree Weekend opens at **19:00 CET on May 14, 2026** and runs until **19:00 CET on May 18, 2026**. Anyone with a Steam account can install the full base game at no cost during that window. Saves and characters made during Free Weekend carry over if a player buys the game afterward.\n\nThe sale stacks on top of the free trial — V Rising itself is **55% off through May 21**, every DLC is **20% off**, and the Complete Edition bundle takes another 20% off the bundled price. That's the deepest discount the game has had since launch, and it's the cleanest possible on-ramp for new players to join your server.\n\n## V Rising Patch 1.1.1 Notes (Public Test Now, Live Next Week)\n\nStunlock pushed the **full Patch 1.1.1 notes** out the door at the same time as the Free Weekend announcement, but the patch itself is deliberately held back until **next week** — they don't want to introduce instability mid-influx. **The patch will not require a save wipe**, which matters a lot for community servers.\n\nIf you want to feel the changes early, switch your Steam install to the Public Test branch: right-click V Rising → Properties → Betas → select **Public Test**. Note that on the test branch you can only play with servers running the same build, so it's mainly for solo or guild testing.\n\n![V Rising Complete Edition 55% off and DLC 20% off sale promo](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fv-rising-free-weekend-may-2026-sale.webp)\n\n### The Big Fix: Corrupted Blood No Longer Triggers Counters\n\nThe headline change is to **Corrupted Blood**. The hostile ghost it spawns has been a long-standing complaint in both PvP (free counter triggers) and PvE (overwhelming for casual players). After 1.1.1, the ghost has reduced dash speed, pierces enemies instead of stopping on them, **no longer triggers counters**, and **can never deal a fatal blow**. That last clause alone removes a recurring death source for newer players on PvE servers.\n\n### PvP Balance Pass: Spell Variety, Not Power Creep\n\nStunlock's stated goal is more build variety without nerfing things into the floor. The most notable PvP-facing changes:\n\n- **Sanguine Coil** — projectile speed -20%, cooldown +1s, but ally healing jewel buffed from 14-30% to 20-40%. Pushes it into a real support role.\n- **Wraith Spear** — cancel-cast cooldown penalty raised from 50% to 65%. The mobility exploit is what most PvP top players were abusing.\n- **Wisp Dance** — cast time tripled (0.15s → 0.4s). The Scholar Blood combo that made it feel un-reactable is finally addressed.\n- **Blood Rite** — duration and damage on the follow-up trimmed slightly to make other counter-spells competitive.\n- **Veil of Storm** + **Veil of Chaos** — dash durations adjusted; Veil of Chaos also gets +0.5 distance.\n\n### Underused Tools Buffed\n\n- **Spectral Guardian** attacks 15% faster — gives it real offensive value alongside the defense.\n- **Mosquito** now scales with bonus minion damage (was bound to the player's character stats — never felt like a real summon).\n- **Corrupted Skull** sub-threshold damage 40% → 50%, **Veil of Bones** jewel 20-40% → 30-50%, **Cyclone** jewel toned down from 20-40% to 14-30%.\n- **Ice Block** shield buffed from 500% to 550% of spell power, **Blood Fountain** initial heal up from 50% to 55%.\n\n### One Bug Fix Worth Calling Out\n\nPistol's **Explosive Shot** dodge roll has been taking damage from some effects mid-roll for ages. Fixed in 1.1.1. PvP duelists will notice immediately.\n\n![V Rising vampire combat against soldiers in a moonlit village](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fv-rising-1-1-1-balance-combat.webp)\n\n## What This Means for Your V Rising Server\n\nThe Free Weekend is going to roughly double your server's potential player pool overnight. A few things to do before Friday evening:\n\n- **Cap and capacity** — bump your slot count if your tier allows it. Friend invites tend to come in 3-4 player clusters.\n- **Backup before the patch** — Patch 1.1.1 doesn't require a wipe, but always snapshot your save before a balance patch rolls live. Bad gear stats can be reverted if needed.\n- **Don't switch to Public Test on a live community server** — the test branch silos you from default-branch servers. Keep your community on Default Public until 1.1.1 ships next week.\n- **Refresh server settings** — Free Weekend players are new players. Consider easing PvP raid windows for the weekend if you run a PvP server, or lower offline raid damage temporarily on PvE realms.\n- **Pre-stage Discord & rules** — most new players will ask the same five questions. A pinned \"first 30 minutes\" message saves moderation time.\n\n## Is V Rising 1.2 Coming?\n\nShort answer: **no**. Stunlock confirmed in Dev Update #32 (March 2026) that V Rising will not receive a 1.2 content update — they're working on a brand-new game set in the same Vardoran universe. V Rising will continue receiving **balance and bug-fix patches** like 1.1.1, but content drops are done. The free weekend is, in a sense, V Rising's victory lap before the next chapter.\n\nThat makes 1.1.1 important — it's the version most servers will be running for the next year. Getting your config tuned for this balance state pays off.\n\n## Host Your V Rising Server with DoomHosting\n\nIf you're spinning up a dedicated server to catch the Free Weekend wave, [DoomHosting's V Rising servers](\u002Fv-rising-server-hosting) run on Ryzen 9 hardware with one-click setup, full FTP access, DDoS protection, and 24\u002F7 support. Pricing starts low and scales by RAM, so you can grow with your player count instead of paying for slots you don't use.\n\nFree Weekend traffic is unforgiving — laggy first impressions are how communities lose new players in the first hour. Lock in your specs before Friday night.\n\nHappy hunting, Vampires. The blood moon rises this weekend.","v rising patch notes, v rising free weekend, v rising 1.1.1, v rising public test, v rising balance update, v rising server hosting, v rising dedicated server, v rising news 2026, v rising sale, vampire survival game","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fv-rising-1-1-1-patch-notes-free-weekend-may-2026.webp","2026-05-14T10:00:00+00:00","2026-05-14T07:15:39.284258+00:00","2026-05-14T10:56:07.079494+00:00",{"da":77,"de":77,"en":77,"pl":77,"sv":77},{"name":67,"role":68},{"id":89,"slug":90,"title":91,"description":92,"content":93,"keywords":94,"featured_image":95,"category":66,"author_name":67,"author_role":68,"is_published":13,"is_featured":69,"published_at":96,"created_at":97,"updated_at":85,"allSlugs":98,"author":99,"date":96},"e6d7322d-b4eb-4f04-a963-2d61ce0c6530","vintage-story-1-22-2-server-crash-hotfix-may-2026","Vintage Story 1.22.2 Patch Notes: Server Crash Hotfix (May 3, 2026)","Vintage Story 1.22.2 (May 3, 2026) fixes a rare crash loop on large servers, the 4D grinding wheel bug, and nerfs mortar output. Here's what to update.","![Vintage Story 1.22.2 server crash hotfix banner](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvintage-story-1-22-2-server-crash-hotfix-may-2026.webp)\n\nVintage Story **1.22.2** dropped on **May 3, 2026** as a quiet stability hotfix — and if you run a busy server, this is the one you've been waiting for. Tyron's patch closes out a rare crash loop that's been hitting large worlds since 1.22.0, fixes the now-infamous **4D grinding wheel** rendering bug, and dials back a mortar recipe that was a bit too generous.\n\nIt's a small list of changes, but a few of them matter a lot for server owners.\n\n## Release Date\n\n**Vintage Story 1.22.2** is live on the stable channel as of **May 3, 2026**, downloadable via the account manager at vintagestory.at. The fishing, forge rework, dungeons, and waterwheels from 1.22.0 are all still in — 1.22.2 is purely a stability and polish pass on top.\n\n## What's Fixed in Vintage Story 1.22.2\n\nThe patch notes are short but pointed. Highlights:\n\n- **Resolved a rare crash loop on large servers** — the single biggest reason to update if you host\n- **Fixed 4-dimensional grinding wheels and querns** — powered grinding machines were rendering in an extra dimension, the bug that gave the patch its nickname\n- **Falling snow stacking corrected** — rare exception in `BlockSnowLayer` resolved\n- **Reduced mortar recipe output by 50%** — a balance tweak; builders, plan accordingly\n- **Clutter block overlays corrected** — proper rendering on shelves and mounts\n- **Whole cooked fish can no longer be placed on wall mounts** — only the trophy variants now\n- **Clutter blocks no longer drop question-mark blocks** — they now drop nothing instead of an invalid item\n- **Reversed swapped localizations** for \"Weathered\" and \"light brown\" daub\n- **Cooking recipe logging errors fixed** for the `fatsolid` item\n- **Berry bush fertilization tooltips improved** in the handbook\n\nNo new content — this is a hotfix release, not a feature drop. The next big content beat will come with 1.22.3 or 1.23.\n\n## The Server Crash Loop Fix Is the Headline\n\nIf you've been running a Vintage Story server with a handful of regular players, you might have noticed your world getting flaky on long uptimes since 1.22.0 launched on April 21. The release notes don't go into the technical root cause, but the symptom was a rare exception that could spiral into a repeating crash on populated worlds. **1.22.2 closes that loop.**\n\nFor server owners, this is the only line in the patch notes that matters this week. The other fixes are nice; this one keeps your players online.\n\nIf your world has been restarting more often than it used to, **update to 1.22.2 the next time your server is idle.** The save format is compatible — no world reset required.\n\n![Vintage Story fishing system added in 1.22 — over 20 freshwater species](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvintage-story-1-22-2-fishing.webp)\n\n## What 1.22 Still Brings to the Table\n\nIn case you haven't updated past 1.21 yet, 1.22 is one of the bigger content drops Vintage Story has ever shipped. Over 700 individual changes total. The highlights worth keeping in mind when you're planning a wipe or a fresh world:\n\n- **Fishing system** with 20+ freshwater species, rods, lines, hooks, and traps\n- **Major forge rework** — updated model, optional bellows, metal tongs, fuel types now matter\n- **Grinding wheel** that lets you sharpen tools for a critical-hit bonus\n- **Waterwheels and a large windmill** — proper mechanical power upgrades, in-wall axles, spur gears\n- **First dynamic dungeon** spawning in Survival worlds\n- **Cabinets and improved storage** — voxel-precision mixed item placement\n- **Snow shoveling** and dozens of quality-of-life additions\n\n1.22.2 doesn't change any of that — it just makes living with it more stable.\n\n## What This Means for Your Server\n\nA short pre-update checklist if you're running 1.22.0 or 1.22.1:\n\n- **Back up your world before patching.** Always, but especially after a content-rich update like 1.22 — `serverworld.vcdbs` plus the saves folder.\n- **Schedule the restart for off-peak hours.** The patch itself takes seconds; the bigger cost is your players' downtime.\n- **Tell your players about the mortar nerf** before someone burns through their stockpile on a single chimney. Output is down 50%, so existing builds plans need rescaling.\n- **Verify your mods are 1.22-compatible** before flipping the switch. Most major mods updated within days of 1.22.0; double-check the mod portal entries.\n- **Watch your server logs for a day or two.** If you were hitting the rare crash loop before, you should see the gaps disappear. If you're still seeing them, file a report on the Vintage Story forums with your log excerpt — the team has been actively chasing edge cases.\n\n## Worth Updating?\n\nYes — without hesitation if you host. The crash fix alone is reason enough, and the rest is pure cleanup. Single-player players have less urgency, but there's no reason to sit on 1.22.0 either.\n\nThe next thing to watch for is **1.22.3** — Tyron's recent post hinted at another stability pass before any new feature work begins, so expect another small hotfix in the coming weeks rather than a content beat.\n\n## Host Your Vintage Story Server with DoomHosting\n\nReady to get a worry-free Vintage Story world up and running? [DoomHosting's Vintage Story servers](\u002Fvintage-story-server-hosting) run on dedicated Ryzen 9 hardware with **instant setup**, **full FTP access**, **DDoS protection**, and **24\u002F7 expert support** — so you can focus on smithing, fishing, and your next dungeon delve instead of fighting with port forwards.\n\nWhether you're running a small co-op map with friends or a permanent persistent world for a community, our plans scale on demand and start at a price your players won't argue with.\n\nFor 1.22.2 specifically, our nodes are already on the latest stable build — spin up a server today and you'll be running the patched version from the first second.\n\nUpdate, smith, fish, and dungeon-dive in peace.","vintage story 1.22.2, vintage story patch notes, vintage story update, vintage story server, vintage story dedicated server, vintage story 1.22, vintage story server hosting, vintage story grinding wheel","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvintage-story-1-22-2-server-crash-hotfix-may-2026.webp","2026-05-13T09:30:00+00:00","2026-05-13T07:13:14.759297+00:00",{"da":90,"de":90,"en":90,"pl":90,"sv":90},{"name":67,"role":68},{"id":101,"slug":102,"title":103,"description":104,"content":105,"keywords":106,"featured_image":107,"category":66,"author_name":67,"author_role":68,"is_published":13,"is_featured":69,"published_at":108,"created_at":109,"updated_at":85,"allSlugs":110,"author":115,"date":108},"0ce86a6d-11e5-4102-8178-57343a670d44","7-days-to-die-v3-0-sandbox-siege-server-settings-may-2026","7 Days to Die V3.0 Sandbox Siege: 100+ Server Settings Teased (May 2026)","The Fun Pimps teased V3.0 Sandbox Siege: 100+ configurable server settings, no-trader runs, headshots-only mode, zombie speed sliders. Update plan inside.","The Fun Pimps just teased 7 Days to Die V3.0 — codename **Sandbox Siege** — and it reads like a server-host's wish list. Over 100 new gameplay simulation options will land at the serverconfig.xml layer, meaning roleplay rulesets, headshots-only challenges, no-trader survival runs, and \"ultimate Romero mode\" become checkboxes instead of mod stacks. Here's everything confirmed (and not confirmed) as of May 2026.\n\n## Release Window\n\n![7 Days to Die V2.6 Stable update banner — the current 7D2D build before V3.0 Sandbox Siege ships](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002F7-days-to-die-v3-sandbox-siege-may-2026.webp)\n\nV3.0 Sandbox Siege has **no release date**. The Fun Pimps' X sneak peek committed only to \"later this year\" — meaning sometime in 2026. There's no experimental branch date, no full patch notes, and no confirmed feature freeze. The current stable build is **V2.6**, which shipped April 28, 2026 after a brief V2.6 b14 EXP cycle that started March 21.\n\nOne extra wrinkle: **Behaviour Interactive acquired The Fun Pimps in April 2026.** As of this writing, neither studio has signaled any change to V3.0's scope or timeline, and Behaviour has publicly confirmed development continues under the existing TFP team. Treat the Sandbox Siege roadmap as live, but don't be shocked if the acquisition shifts dates by a quarter.\n\n## What \"100+ Simulation Options\" Actually Means\n\n![Blood Moon horde charging a 7 Days to Die survivor — zombie speed and rage tuning is one of the Sandbox Siege option categories](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002F7-days-to-die-v3-sandbox-siege-bloodmoon-horde.webp)\n\nToday a 7D2D server admin can tweak loot abundance, daylight length, three zombie speed bands, Blood Moon size, and a handful of XP multipliers from `serverconfig.xml`. V3.0 turns that file into the full operating manual.\n\nThe teaser screenshots and the [7D2D Wiki Sandbox Siege tracker](https:\u002F\u002Fwiki.7d2d.net\u002Fguides\u002Fv3-0-sandbox-siege.html) (last updated May 5, 2026) group the new options into four buckets:\n\n- **Combat tuning** — ranged damage, entity damage, incoming damage multipliers\n- **Player mechanics** — jump height, run speed, stamina drain, death penalties\n- **Zombie behavior** — separate speed modifiers for day, night, and Blood Moon, plus rage chance and can-they-dig toggles\n- **World friction** — compass\u002Fmap\u002Ftime HUD toggles, quest enable\u002Fdisable, vending machine controls, ammo abundance scaling, workstation placement rules\n\nIf you've ever wanted a server where zombies sprint at noon and never sleep, or one where the entire map is a no-trader hellscape, those become two checkboxes — not a 50-line mod patch.\n\n## The Pre-Built Challenge Modes\n\nBeyond raw sliders, V3.0 ships with named **challenge presets**. From the Fun Pimps teaser:\n\n- **No-trader runs** — vendors removed entirely, scrap and loot only\n- **Headshots-only** — body shots deal zero damage\n- **Roguelike permadeath** — one life per character, world persists\n- **Endless hordes** — no day cycle, just escalating siege\n- **Ultimate Romero mode** — slow, dumb shambler zombies straight out of *Night of the Living Dead*\n\nAll five are server-side. Your community joins, the admin flips the preset, everyone plays by the same rules — no client-side mod install required.\n\n## What This Means for Your Server\n\n![7 Days to Die survivor lighting a torch at night — Sandbox Siege challenge modes include headshots-only and Romero-style shambler zombies](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002F7-days-to-die-v3-sandbox-siege-survivor.webp)\n\n- **Don't migrate to a new branch yet.** V3.0 is not in experimental. **V2.6 Stable** is the right build to run today.\n- **Plan a backup window.** New world-friction settings will rewrite parts of `serverconfig.xml`. When V3.0 drops, archive your current XML and your `\u002FSaves` folder before updating — sandbox-mode changes can invalidate active quest states.\n- **Expect a player spike.** A configurable, mod-free 7D2D pulls back lapsed players who left over mod conflicts. Bump your RAM one tier ahead of the patch so wave-1 returning players aren't queued out.\n- **Mods will adapt, not die.** Big overhauls like Darkness Falls and Undead Legacy already wrap their own balance sliders. V3.0's vanilla layer will overlap, not replace — but you'll be able to drop simpler quality-of-life mods entirely.\n- **Roleplay servers win biggest.** RP communities have hand-patched XML for years to disable traders or restrict workstation crafting. V3.0 makes those a single toggle.\n\n## Worth Coming Back For?\n\n7 Days to Die has been edging toward \"the configurable zombie sandbox\" for two years, and V3.0 is the version that finally commits. If you've been running a vanilla server and feeling out of ideas, the patch will hand you half a dozen distinct server identities overnight. If you're already on a heavy mod stack, V3.0 won't replace your stack — but it will let you trim the bloat down to the 10% of settings you actually customize. Either way, it's the most server-host-facing patch the game has ever shipped.\n\n## Host Your 7 Days to Die Server with DoomHosting\n\nDoomHosting runs 7 Days to Die on dedicated Ryzen 9 hardware with one-click experimental-branch swaps for the moment V3.0 hits beta. Full FTP access means you can drop in a fresh `serverconfig.xml` the day the new options ship — no waiting for a panel update.\n\n- **Instant setup** — server live in under two minutes\n- **Full FTP access** — XML edits, mod uploads, save backups\n- **DDoS protection** — no kicks on Blood Moon night\n- **24\u002F7 expert support** — chat with admins who actually read TFP patch notes\n\n[Rent a 7 Days to Die server from DoomHosting](\u002F7-days-to-die-server-hosting) and have your Sandbox Siege rules ready to flip the day V3.0 drops.","7 days to die sandbox siege, 7 days to die v3.0, 7 days to die update plan, 7 days to die patch notes, 7 days to die server settings, 7 days to die server hosting, 7 days to die dedicated server, sandbox siege features, 7d2d v3.0, fun pimps","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002F7-days-to-die-v3-sandbox-siege-may-2026.webp","2026-05-12T08:00:00+00:00","2026-05-12T07:20:34.682648+00:00",{"da":111,"de":112,"en":102,"pl":113,"sv":114},"7-days-to-die-v3-0-sandbox-siege-server-indstillinger-maj-2026","7-days-to-die-v3-0-sandbox-siege-server-einstellungen-mai-2026","7-days-to-die-v3-0-sandbox-siege-ustawienia-serwera-maj-2026","7-days-to-die-v3-0-sandbox-siege-server-installningar-maj-2026",{"name":67,"role":68},{"id":117,"slug":118,"title":119,"description":120,"content":121,"keywords":122,"featured_image":123,"category":66,"author_name":67,"author_role":68,"is_published":13,"is_featured":69,"published_at":124,"created_at":125,"updated_at":85,"allSlugs":126,"author":129,"date":124},"aa28072c-0054-4f63-ad44-f93457a28a71","valheim-0-221-13-chunked-world-save-system-may-2026","Valheim Public Test 0.221.13: New Chunked World Save System (May 6, 2026)","Valheim 0.221.13 lands on Public Test with a brand-new chunked world save system: faster saves, smaller writes, and far less risk of corruption.","Iron Gate just dropped Patch 0.221.13 to the Valheim Public Test branch on **May 6, 2026** — and the headline change is one of the most important under-the-hood revisions Valheim has ever shipped: a brand-new **chunked world save system**. For solo players it means faster saves. For dedicated server admins, it means the difference between a clean restart and a 2 AM \"world is gone\" panic.\n\n## Release Date\n\n- Patch 0.221.13 dropped to the **Public Test branch on May 6, 2026**.\n- The Live (Default) branch release will follow once Iron Gate finishes its PTB stabilization pass — historically a couple of weeks.\n- Opt in to the PTB: right-click Valheim in your Steam library → **Properties → Betas** → enter the code `yesimadebackups`.\n\n## What's Changing in the Save System\n\n![Valheim build progress at the edge of a Plains base — wooden gate and walls](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-0-221-13-chunked-world-save-system-may-2026-build.webp)\n\nUntil now, every Valheim world was stored as a single `.db` file (the world data) plus a tiny `.fwl` file (metadata). Every save — manual, autosave, or clean shutdown — rewrote that entire `.db` from scratch. On a 200-hour shared server with a fully explored map and dozens of bases, that file could balloon past 100 MB and take noticeable seconds to flush to disk.\n\nPatch 0.221.13 throws that out. Worlds are now stored as **folders** containing many smaller files, with the world data sliced into **chunks**. When the game saves, only the chunks that have been **modified since the last save** get rewritten. Everything else — the parts of the map you haven't visited since lunch — is left alone.\n\nIt's the same idea that lets Git stay fast on a massive repo: write deltas, not the whole thing.\n\n## Why This Matters for Servers\n\n![Valheim forge and smithy at night — saved progress on a long-running world](https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-0-221-13-chunked-world-save-system-may-2026-forge.webp)\n\nSave corruption has always been the dirtiest problem in Valheim server hosting. The classic failure modes:\n\n- **Power loss or crash mid-save** corrupts the single `.db` file → world rolls back to last good backup, hours of progress lost.\n- **Long saves cause lag spikes** — players already in-world feel a pause every time the world hits the disk.\n- **Backups are heavy** — every backup is a full copy of the world file. A 100 MB world makes for 100 MB backups, and a 30-day rolling window eats 3 GB.\n\nThe new system attacks all three:\n\n- **Smaller writes = smaller blast radius.** A crash during a chunk write only puts that chunk at risk, not the whole world. The game also runs **integrity checks after saving** to confirm the write succeeded — a bad chunk gets flagged before it can poison the rest of the save.\n- **Faster saves = shorter pauses.** Modified chunks are usually a tiny fraction of the map, so the disk flush is a fraction of what it used to be.\n- **Backups become incremental.** Backups now live in their own folders with the same chunked structure. Cheap, fast, and you can prune them aggressively without rewriting the whole world.\n\nThere's also a one-time safety net: the first time you load an old (non-chunked) world under the new system, **the game makes a full backup before converting**. If anything goes wrong during the migration, your pre-conversion save is right there.\n\n## The One Catch — Cloud Storage File Limits\n\nThe patch notes call out the trade-off directly: many more files per world. Steam Cloud and similar services historically capped *total size* of saves, but not *file count*. The chunked save system can run into file-count caps on platforms that have them.\n\nFor PC players syncing through Steam Cloud this is not a problem in practice — Steam's per-game cap is high. But if you mirror your world folder through a third-party sync (OneDrive, Google Drive, Dropbox), expect more entries and adjust any \"too many files\" rules accordingly.\n\n## Mods: Use the PTB Carefully\n\nIron Gate explicitly flags that the new save system **has not been tested with mods**. They don't expect issues, but BepInEx-based mods that touch the world serializer or ZDO handling are exactly the kind of code path where \"chunked saves changes everything\" can cause subtle breakage. If you run a heavily modded server, wait for the Live branch and watch the mod compatibility threads before flipping the switch.\n\n## What This Means for Your Server\n\nA practical checklist for the next few weeks if you host a Valheim server:\n\n- **Stay on the Live branch for now.** Public Test is for testing — don't move a production world there. Let the player base catch the edge cases first.\n- **Take a fresh backup before the Live release.** When 0.221.13 hits Default, the first launch will convert your world. The auto-backup is a safety net, but a manual cold copy of the entire world folder costs you nothing.\n- **Audit your backup strategy.** With chunked saves landing soon, blanket-copying the world folder still works, but you can finally use incremental backups that only ship modified chunks. Cheaper, faster, longer retention for the same disk.\n- **Update mod loaders.** If you run BepInEx + mods, plan a compatibility check before promoting any server from Live to PTB.\n- **Set expectations with players.** First-load-after-update will take a moment for the conversion plus the safety backup. Communicate the maintenance window so nobody panics when the server takes 30 seconds longer to come up that one time.\n\n## The Verdict — Boring Patch, Huge Impact\n\nThis is not a flashy update. No new boss, no new biome, no shiny build piece. But for anyone who runs a long-lived Valheim server, this is the most important patch Iron Gate has shipped in over a year. Save corruption is the single most common reason hosted servers die a quiet death — and switching to chunked, integrity-checked, incremental saves attacks the root cause directly.\n\nIf you've been putting off starting a serious dedicated world because of the corruption risk, this is the patch that finally clears the deck. Get the PTB onto a throwaway world, kick the tires, and be ready when it hits Default.\n\n## Host Your Valheim Server with DoomHosting\n\n[DoomHosting's Valheim servers](\u002Fvalheim-server-hosting) run on dedicated Ryzen 9 hardware with full FTP access, automatic daily snapshots, DDoS protection, and 24\u002F7 support — exactly the setup you want under a long-running world that's about to swap save formats. Spin up a server in under a minute, scale RAM as your tribe grows, and let us worry about the disk.\n\nSolid foundations beat flashy features — and a save system you can trust is the most underrated upgrade a survival game can get.","valheim 0.221.13, valheim public test, valheim save system, valheim chunked saves, valheim world save corruption, valheim patch notes, valheim server hosting, valheim dedicated server, valheim deep north, valheim save fix","https:\u002F\u002Fcdn.doomhosting.com\u002Fblog\u002Fvalheim-0-221-13-chunked-world-save-system-may-2026.webp","2026-05-11T08:00:00+00:00","2026-05-11T07:15:22.95354+00:00",{"da":127,"de":128,"en":118,"pl":127,"sv":127},"valheim-0-221-13-chunked-world-save-system-maj-2026","valheim-0-221-13-gechunktes-welt-save-system-mai-2026",{"name":67,"role":68},{"left":131,"top":131,"width":132,"height":132,"rotate":131,"vFlip":69,"hFlip":69,"body":133},0,20,"\u003Cpath fill=\"currentColor\" fill-rule=\"evenodd\" d=\"M8.22 5.22a.75.75 0 0 1 1.06 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