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7 Days to Die V3.3.0 B17 Experimental: Bigger Backpacks — up to 96 inventory slots

TFP has released 7 Days to Die V3.3.0 on the latest_experimental branch. The headline feature is the new Bigger Backpack system — a larger base inventory, real backpack items, and encumbered slots that Pack Mule and armor pocket mods can clear.

Context: Stable remains V3.2.0 for now. V3.3.0 is opt-in Experimental — back up saves first. Dedicated servers and clients must share the same branch.

Update (B17): Steam shipped follow-up build B17. Per the TFP changelog, three critical launch bugs are fixed: dedicated vehicle contents on pick-up, disconnects when changing clothes, and the weapon bug after dying while reloading. Keep clients and servers on the same build.

How to opt into Experimental

  1. In Steam, right-click 7 Days to Die → Properties
  2. Open the Game Versions & Betas tab
  3. Select latest_experimental and wait for the download

Bigger Backpacks — what matters

  • New base grid: 8×6 = 48 slots (4 free rows + 2 encumbered rows) — three more than the legacy 9×5.
  • Backpacks: Small, Medium, and Large, each with 6 quality levels. Craft, loot, or buy them.
  • New backpack slot: Equipping a backpack adds inventory space — up to 96 slots on an 8×12 grid.
  • Clear encumbrance: the Pack Mule perk and armor pocket mods remove the encumbrance penalty on those extra slots.

Known issues (still open after B17)

  1. Magazine read: left-clicking when it is the last stack on the toolbelt can cause an NRE.
  2. Muzzle Flash is currently missing.
  3. MP: an actively used chest being upgraded will not update its size.

Quick notes for players

  • New items include backpackSmall / backpackMedium / backpackLarge plus a skill magazine — see new items (V3.3), Traders, and Item Mods.
  • Stable remains V3.2.0 Default Public until TFP promotes V3.3.0.
  • On dedicated: vehicle inventory checks should work again with B17 — still verify on your own servers.

Enjoy the extra room — and keep Experimental behind a backup.

Changelog V3.3.0 — B17 update

From the TFP thread (OP edit for B17).

Added

  • Add multiple toolbelt pages for use in Prefab Editor. Adds a new toolbelt xml that defines through data the amount of slots, rows and pages
  • Increasing inventory size based on backpack items

Changed

  • Switched ItemActionRanged.TryExecuteAction to virtual to keep mod compatibility
  • Optimized prefab cells data to use native memory
  • Rancher footstep SFX from barefoot to having footwear
  • Improve bug reporting when players are stuck in loading screen. Reduced stuck cases and simplified respawn logic. Some conditions which could previously hang respawning now have timeouts that prevent a soft lock

Fixed

  • Item background flickers when moving into storage
  • Moving inventory item stacks trigger both ‘pickup’ and ‘place’ sfx
  • Workstation does not update prompt for items to collect
  • Setting drop on death to Equipment caused equipment duplication on death
  • Fixed a possible rare deadlock between threads which could occur if a chunk-straddling MultiBlock was placed/removed/updated at the same time as the save system attempted to process culled (reset) chunks
  • B17: Vehicles now again properly check for inventory contents before allowing pickup on dedicated servers
  • B17: Clothing changes to a character no longer disconnects other player
  • B17: Dying while reloading no longer bugs out the weapon

Source: TFP Community: V3.3.0 EXP — B17 update

Questions about the experimental build? Comment below or join us on Discord. Source: TFP Community.

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