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7 Days to Die V3.3.0 B18 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 free up.

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 (B18): Steam shipped follow-up build B18. After the critical B17 fixes (dedicated vehicle contents, clothing disconnects, weapon bug after dying while reloading), B18 clears more launch issues: muzzle flash, magazine NRE, MP chest upgrades, ammo counter, and console commands. 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, find, 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.

Status after B18

The originally listed launch issues (vehicle pick-up, clothing disconnects, reload-death weapon, magazine NRE, muzzle flash, MP chest) are addressed through B18 per the TFP changelog. Report anything that still reproduces on your dedicated servers.

Quick notes for players

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

Changelog V3.3.0 — B18 update

From the TFP thread (OP edit for B18).

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
  • B18: Fixed a possible exception edgecase in RegionFileManager
  • B18: Muzzle flashes work again
  • B18: Reading the last magazine in your toolbelt no longer throws a NRE
  • B18: MP Storage crates properly upgrade again when someone is in them
  • B18: Ammo counter now shows again without shooting or reloading when switching to an item with ammo from a no-ammo item
  • B18: give and listitems commands are available again

Source: TFP Community: V3.3.0 EXP — B18 update

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

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