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ORMOD: Directive Closed PlaytestNewsAlpha 1.2.5
In-game event

Alpha 1.2.5

ORMOD: Directive Closed Playtest · published 6 Feb 2025, 13:30 UTC · build 17266694

All newsPlayers around this dateRead on Steam

- added ability to rotate map with middle mouse
- button to reset map only if your rotated
- removed very low texture quality
- fixed line on low quality preset
- decreased map fog amount
- increased walking right click zoom in amount
- added ability to rotate build menu with middle mouse
- fixed escape not exiting build menu
- increased low spec sky resolution
- increased jungle biome grass shineyness
- alt now also resets map orientation
- drag movement direction now changes with maporientation
- fixed picking up large weapons not autohotkeying
- walk & run speed now affects noclip speed
- fixed shed group placing in walls sometimes
- fixed large barn 2nd floor object spawns
- implemented new biome-based town names
- biome generation temperature is now on a sin wave, should level out the ratios & fix generation stopping after ~5-6km
- fixed integer overflow (scuffed world seeds)
- fixed grass flattener causing runtime errors
- fixed weapon descriptions showing ammo amount on the same line
- spawning inside region now spawns you further around region
- you now spawn in a radial formation in region instead of square
- fixed killing urslef repeated dislodging the camera by about 2 degrees evcery time lmaoooo i.e after killing urself like 20 times youll b looking fucked
- fixed dying with compass equipped breaking it
- fixed not being able to grab toolbelt on dead players
- fixed some clothing items being bugged on dead characters
- fixed residential shed having no collision on the inside
- fixed greenhouse having no collision on the inside
- fixed greenhouse having no collision on the inside
- dragging from backpack now no longer shows hotbar prompt (you cant equip items from ur backpack)... this may or may not change
- added map icon for destroyed wind turbines
- fixed consuming items not removing it from hotbar
- task event trigger now only happens on completing of finishing consuming item (instead of starting to consume)
- fixed dragging hotkeyed items into backpack not unbinding them
- fixed some intersection prefabs having objects that would go harry potter mode if u tried to pick them up lol
- fixed some static objects acting showing movable when their not
- increased firetower POI spawn chance
- fixed concrete_shed_large having objects spawning too close to wall
- fixed road events having objects that show moveable when their not
- fixed tent placing in walls sometimes
- added tooltip about hotbar from backpack
- changed claimbox "authorize player" to "authorize to building"
- fixed hay bales spawning in walls
- fixed hunting cabin spawning in walls
- fixed coal, grain & cement piles spawning in walls
- reduced woodland trader flatten radius
- fixed warehouse ground clipping
- fixed ak74u unloaded hotbar icon
- fixed sawn off db hotbar icon
- fixed powerlines in bridges cuz everyone thinks their fucking broken its litterally correct functionality lol
- increased small backpack frequency by 25%
- decreased trader voiceline frequency by ~3x
- fixed bridges going into terrain for the most part
- increased distance woodland safezone spawns from road
- fixed traders not allowing you to sell items after selling 1 item
- removed trader item spawns from the top of shelf
- fixed item spawn on sawmil in woodland safezone being too low
- increased build cost display ui size in build menu
- fixed opening inventory/opening console stopping the item your placing midair lol
- made logs slightly thinner... wont be so THICC in ur inventory
- dropping backpack now refreshes max weight display
- fixed dragging backpack out of inventory not closing it
- fixed dragging position being incorrect around edges of inventory
- dropping bag/toolbelt now returns it to starting location instead of centre of screen
- increased road base height... should hopefully mean much less road clipping into the ground
- changed marker "Base" -> "Base Location"
- only showes hotbar prompt if item can be put in the hotbar lol
- changed makrer name editing from automatic to a button (i.e you dont have to edit map markers if you dont want too)
- changed text selection color to light grey
- fixed repeatedly spamming marker location moving camera upwards
- fixed large powercables being in fences
- fixed broken vehicles spawning with physics on (goofy ass shit goes flying sometimes lmao)
- can no longer build in traders lol
- fixed character in build menu & attatchment menu not being properly visible
- added saveable server settings presets
- server settings presets now work with already saved games
- server presets do not save/update critical server settings such as world name seed server version etc

More from ORMOD: Directive Closed Playtest

Other announcements

All news
Community5 Oct 2026Playtest Weekend 5 Closes, What's Next?Hey everyone! Playtest 5 Comes to a Close We've had an absolutely amazing time playing with all of you. I can't thank you enough for reporting issues & supporting the game so far, I got to explore so many bases & meet so many of you in-game. We will be posting a full stats recap in Discord tomorrow! In general though, we have broken almost all of our records for numbers, playtime & sentiment! S…In-game event4 Oct 2026Changes Since The Playtest Went LiveHey everyone! Hope you're having a great playtest. I'd like to thank you all so much for playing the playtest so far. As always, keep reporting those issues & giving feedback in Discord , we genuinely read all of it & helps a ton 1.13.0-1.13.9 Patch Notes · Fixed not being able to unpack bedrolls · fixed doors blocking entry · fixed claimable POIs having doors · increase POI claim rate to 50% ·…Community2 Oct 2026ORMOD: Directive Playtest Weekend Is Now LIVE!Playtest Weekend 5 Is Now Live! Welcome to all of you to Playtest 5! We’ve got some massive updates coming your way this time around from a total world overhaul to building vehicles from scratch to fortifying structures and more. It’s going to be a lot of fun! Who’s Getting Access: · If you’ve already played ANY previous playtest, the game will automatically be available to launch in your libra…