recursal/Fanatic-Fandom huggingface dataset:
Fridge Bottom

## Description

**Fridge Bottoms** can be used for storage and as decoration. A **Fridge Bottom** can hold 24 items. This item can be collected the fastest using a pickaxe for 2 Scrap Iron. However if you use a Wrench, a **Fridge Bottom** will instead yield 8 Scrap Iron, 1 Short Iron Pipe. A **Fridge Bottom** can be repaired using Forged Iron. When placed it makes a sound like a refrigerator running.

Used in conjunction with the Refrigerator Top to make a whole Fridge. Alternately, players can just craft a Refrigerator

## Crafting

#### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Forged Iron4Short Iron Pipe2Electrical Parts5Mechanical Parts1{{{linkname5}}}{{{itemcount5}}}{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}{{{schematic}}}Workbench{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)

Fridge Bottom Recipe

1x
 **00:43.2**

## Loot

This container can give one or more of the following group/s and/or items/s as a loot:

## Comparison

The difference between:

* Refrigerator
* Refrigerator Top
* **Fridge Bottom**
City Center 1

**Coordinates** | 1854 E, 1916 S
 Game Worlds

## Description

**City Center 1** or **city\_center\_01** is a large building that may need a few days to be explored and looted properly. The lobby has an open view of all floors.

## Location in Navezgane

The only City Center 1 is in the Desert at:

* 1854 E, 1916 S

## Images

* Front Entrance
* Close up side view
* Right Side
* Left Side
* Rooftop View
* Player Point of View
* Inside View looking upward
Electric Co

*This article is a stub. For more information on what defines a stub, see Template:Stub.
 You can help 7 Days to Die Wiki by expanding it.*

 Game Worlds
 **Random World Generation** | Yes

The **Electric Co** has a multi story building with lots of loot. There is also a big underground area with lots of equipment. Surrounded by a fence upon a small brick wall. Two buildings located inside the perimeter, both with access to the underground zone. metal machines inside are litered throughout the complex.

## Location in Navezgane

The Electric Co is located on Courtland St in the Wasteland at 624 S, 1759 W.

## Location in Random World Generation

An Electric Co can spawn anywhere from cities to the wilderness.
Fish Tacos

## Description

**Fish Tacos** is a Food item that can be cooked using a Cooking Grill on a Campfire with a suitable source of Combustible fuel. Eating Fish Tacos will have a positive effect on Fullness, Stamina, and Health.

## Cooking

### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Can of Salmon1Corn Meal2{{{linkname3}}}{{{itemcount3}}}{{{linkname4}}}{{{itemcount4}}}{{{linkname5}}}{{{itemcount5}}}Home Cooking Weekly43{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}{{{schematic}}}CampfireCooking Grill{{{inventorycraft}}}
(Parameter=linkname)

Fish Tacos Recipe

1x
 **00:21**
Flash Suppressor

## Description

The **Flash Suppressor** was a barrel mod item. It reduced muzzle flash, allowing the player to see better during firing while maintaining a certain amount of stealth.

## Notes

* It could NOT be used together with other Barrel Mods (Barrel Extender, Muzzle Brake, Sawed-Off Shotgun Barrel, Shotgun Choke, Shotgun Duckbill, Silencer)
Forging/Molds

**This page is a candidate for deletion.**

If you disagree with its deletion, please explain why in this page's Discussion page or improve the page and remove the `{{delete}}` tag.

Remember to check what links here and the page history before deleting.

**Forging/Molds** is an outdated item type. All items from this item group have been reassigned to other Item Groups.
Corn Plant

## Description

A **Corn Plant** is a type of plant that produces Ears of Corn. It can be found growing in the wild, or it can be grown in a Farm Plot by planting a Corn Seed. The growth of the plant progresses through 3 stages, beginning as a seedling until reaching a fully-mature plant.

## Cultivation

Corn Seeds are needed to cultivate a Corn Plant. Corn Seeds can be found as loot or crafted from Ears of Corn. Corn, like other crops, can only be grown in Farm Plots.

### Planting

With a Corn Seed equipped in hand, and an open Farm Plot, plant the seed using the right mouse button. A new Corn Plant seedling will appear.

### Harvesting

To harvest a Corn Plant, like other crops, left-click on the plant with any tool or an empty hand. If the plant is not fully grown, doing so will simply yield the seed.
Cowboy Hat Mod

Cowboy Hat Mod is a helmet mod that protects you from cold weather and can only be obtained by looting.

 Burning Shaft Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fortifying Grip Mod ·
 Metal Chain Mod ·
 Metal Spikes Mod ·
 Rad Remover Mod ·
 Serrated Blade Mod ·
 Structural Brace Mod ·
 Stun Baton Repulsor Mod ·
 The Hunter Mod ·
 Ranged
 Barrel Extender Mod ·
 Bipod Mod ·
 Cripple Em Mod ·
 Drum Magazine Mod ·
 Fore Grip Mod ·
 Laser Sight Mod ·
 Magazine Extender Mod ·
 Muzzle Brake Mod ·
 Polymer String Mod ·
 Reflex Sight Mod ·
 Retracting Stock Mod ·
 Sawed-Off Shotgun Barrel Mod ·
 Scope 2x Mod ·
 Scope 4x Mod ·
 Scope 8x Mod ·
 Shotgun Choke Mod ·
 Shotgun Duckbill Mod ·
 Shotgun Tube Extender Mod ·
 Silencer Mod ·
 Trigger Group: Burst Mod ·
 Trigger Group: Full Auto Mod ·
 Trigger Group: Semi Mod ·
 **Tools** |  Bunker Buster Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fireman's Axe Mod ·
 Grave Digger Mod ·
 Iron Breaker Mod ·
 Power Tool Large Tank Mod ·
 Power Tool Small Tank Mod ·
 Structural Brace Mod ·
 Tempered Blade Mod ·
 **Armor/Clothing** |  Advanced Muffled Connectors Mod ·
 Armor Double Pocket Mod ·
 Armor Plating Mod ·
 Armor Pocket Mod ·
 Armor Triple Pocket Mod ·
 Ball Cap Mod ·
 Banded Armor Plating Mod ·
 Bandolier Mod ·
 Clothing Double Pocket Mod ·
 Clothing Pocket Mod ·
 Cooling Mesh Mod ·
 Customized Fittings Mod ·
 Dye ·
 Helmet Light Mod ·
 Impact Bracing Mod ·
 Improved Fittings Mod ·
 Insulated Liner Mod ·
 Muffled Connectors Mod ·
 Press Boy Cap Mod ·
 Skull Cap Mod ·
 **Vehicles** |  Vehicle Expanded Seating Mod ·
 Vehicle Fuel Saver Mod ·
 Vehicle Off Road Highlights Mod ·
 Vehicle Reserve Fuel Tank Mod ·
 Vehicle Super Charger Mod ·
Flurry of Blows

**Flurry of Blows** is a Athletic Perk in the Agility Attribute.

It was removed in Alpha 21 and the effects were distributed to relevant combat perks as five new perks.

## Description

Flurry of Blows increases the attack speed of items that are tagged as both melee and light. This includes the Bone Knife, Hunting Knife, Machete, Flashlight, Claw Hammer, Stone Axe, Wooden Club, Baseball Bat, Steel Club, Torch, Wrench, and the player character's own bare hands.
Dumpster

*This article is a stub. For more information on what defines a stub, see Template:Stub.
 You can help 7 Days to Die Wiki by expanding it.*

## Description

**Dumpsters** is a lootable container found throughout the world in certain POIs.

## Loot

This container can give one or more of the following group/s and/or items/s as a loot:
Cooling Mesh Mod

## Description

This armor modification adds insulation against harsh hot weather

## Crafting

### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Scrap Polymers10Glue2Oil2Mechanical Parts2Sewing Kit1{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}Cooling Mesh Mod Schematic{{{workstation}}}{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)

Cooling Mesh Mod Recipe

1x
 **00:7.4**

 Burning Shaft Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fortifying Grip Mod ·
 Metal Chain Mod ·
 Metal Spikes Mod ·
 Rad Remover Mod ·
 Serrated Blade Mod ·
 Structural Brace Mod ·
 Stun Baton Repulsor Mod ·
 The Hunter Mod ·
 Ranged
 Barrel Extender Mod ·
 Bipod Mod ·
 Cripple Em Mod ·
 Drum Magazine Mod ·
 Fore Grip Mod ·
 Laser Sight Mod ·
 Magazine Extender Mod ·
 Muzzle Brake Mod ·
 Polymer String Mod ·
 Reflex Sight Mod ·
 Retracting Stock Mod ·
 Sawed-Off Shotgun Barrel Mod ·
 Scope 2x Mod ·
 Scope 4x Mod ·
 Scope 8x Mod ·
 Shotgun Choke Mod ·
 Shotgun Duckbill Mod ·
 Shotgun Tube Extender Mod ·
 Silencer Mod ·
 Trigger Group: Burst Mod ·
 Trigger Group: Full Auto Mod ·
 Trigger Group: Semi Mod ·
 **Tools** |  Bunker Buster Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fireman's Axe Mod ·
 Grave Digger Mod ·
 Iron Breaker Mod ·
 Power Tool Large Tank Mod ·
 Power Tool Small Tank Mod ·
 Structural Brace Mod ·
 Tempered Blade Mod ·
 **Armor/Clothing** |  Advanced Muffled Connectors Mod ·
 Armor Double Pocket Mod ·
 Armor Plating Mod ·
 Armor Pocket Mod ·
 Armor Triple Pocket Mod ·
 Ball Cap Mod ·
 Banded Armor Plating Mod ·
 Bandolier Mod ·
 Clothing Double Pocket Mod ·
 Clothing Pocket Mod ·
 Cowboy Hat Mod ·
 Customized Fittings Mod ·
 Dye ·
 Helmet Light Mod ·
 Impact Bracing Mod ·
 Improved Fittings Mod ·
 Insulated Liner Mod ·
 Muffled Connectors Mod ·
 Press Boy Cap Mod ·
 Skull Cap Mod ·
 **Vehicles** |  Vehicle Expanded Seating Mod ·
 Vehicle Fuel Saver Mod ·
 Vehicle Off Road Highlights Mod ·
 Vehicle Reserve Fuel Tank Mod ·
 Vehicle Super Charger Mod ·
Fat Hawaiian

*This article is a stub. For more information on what defines a stub, see Template:Stub.
 You can help 7 Days to Die Wiki by expanding it.*

## Description

A Fat Hawaiian (Also known as a Disturbed Tourist) is a common type of Zombie that can be encountered anywhere and will be one of the toughest zombies that can appear from the start of a new game. They are larger than the average zombie, resulting in a higher damage resistance and greater damage output. Fat Hawaiians are slower than the average zombie and also run slightly slower than other zombies at night.

Though this zombie makes the same sounds as the Infected Police Officer as well as the Mutant Zombie, the only unique feature of this zombie is that its health stands at 300. They are very common on horde nights once you get further into the game. He was likely to be touring Navezgane County when he was infected during the outbreak. This zombie is highly dangerous in early stages. Its advised to avoid this zombie when encountered until later and better equipped.
Day and Night

(Section from Game Mechanics)

Day and night settings can be defined by the player in the menu before starting a game. You can change how many in-game hours there are in each day (12 ,14, 16, or 18 hours in each in-game day). Depending on how many hours your desire to have in each day, the sun will always set at 22:00 and rise at either 4:00, 6:00, 8:00, or 10:00. You can also change how long a 24 hour cycle lasts (10, 20, 30, 40, 50, 60, 90, or 120 minutes in real time). The duration of a 24 hour cycle not only affects how long a day lasts but how long a night lasts too. Both Day and Night time have an affect on zombies. During the day almost every single zombie cannot run (some exceptions Feral Wight, Zombie Dog). But at nighttime every zombie can run (except crawlers). Time of day or night does not affect how the player obtains experience, or loot, or any other variable besides how bright or dark the world is, and if the zombies are allowed to run or not.

## Notes

* New players are advised to choose 18 hour days and 60+ minute cycles so they have a good chance to learn how to play the game and learn its mechanics.
* Old (and new) players can choose lower hour days and lower minute cycles if they want a challenge by limiting how long the days are and how short the cycles are too.
* If you're struggling extend the amount of hours per day and/or how long 24 hour cycles are.
* It's advised to avoid looting at night due to the darkness enabling the Zombies' ability to run.
* At nighttime the player's vision is heavily reduced, to combat this a Torch or Flashlight is necessary.
* A Zombie's vision is not reduced during nighttime and will still clearly see the Player if they have line of sight.
* If you plan to go looting at nighttime you will have to put your Torch or Flashlight away to fight Zombies. If the player attached a Flashlight to a Firearm they can choose to fire it and keep their light on, but the noise will attract a lot of Zombies, unless you have a Silencer Mod. You also must have 2 mod slots in order to put both a Flashlight and a Silencer.
Corn Bread

## Description

**Corn Bread** is a Food item that can be cooked using a Cooking Pot on a Campfire with a suitable source of Combustible fuel. Eating Corn Bread will have a positive effect on the player's Fullness.

## Cooking

### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Corn Meal1Water1{{{linkname3}}}{{{itemcount3}}}{{{linkname4}}}{{{itemcount4}}}{{{linkname5}}}{{{itemcount5}}}Home Cooking Weekly4{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}{{{schematic}}}CampfireCooking Pot{{{inventorycraft}}}
(Parameter=linkname)

Corn Bread Recipe

1x
 **00:25**

## Usage

### Recipes

The following recipes require **Corn Bread**:

## Notes

* Corn Bread is fairly easy to cook but doesn't give much food or health. Is is best used as an ingredient in more advanced recipes that grant much more food.
Departure

Game Worlds
 **Random World Generation** | No

**Departure** is the newest city as of the A16 build. It is currently the largest city in Navezgane, and houses the largest and tallest building in-game. It is located in the Desert Biome, specifically in the southeastern corner of the map. There is only one road that connects to Departure; the bridge to the west of Departure appears to be ruined.

## Buildings in Departure

### Common Buildings

* Shotgun Messiah Gun Store
* Working Stiffs Hardware Store
* Book Store
* Pop-N-Pills
* Pass n Gas Gas Station
* Shamway Grocery Store

### Unique Buildings

* Dishong Tower
* Fire Station
* Higashi Pharmaceutical
* Poopy Pants Daycare
* Prowlin Petes
* Ourbucks Coffee
* Joe Bros Builders

## Gallery

* Dishong Tower
* Fire Station
* Higashi pharmaceutical
* Poopy Pants Daycare
* Prowlin Petes
* Ourbucks Coffee
Fortitude

###  Fortitude Attribute

Fortitude is the measure of your physical resilience. Level one of this perk gives 200% headshot damage to fists and machine guns. Levels 2-8 increase headshot damage by 10% and chance to dismember by 5%. Levels 9 and 10 increase headshot damage by 15% and dismember chance by 5%. It's split into three subcategories with various perks related to weapons, survival, and recovery.

## Perks

  Rule 1: Cardio | "Train your body in number one tactic against the zombie menace: Running away from them."
Concrete Bridge

**Coordinates** | 1066 N, 238 W
 Game Worlds
 **Random World Generation** | No

## Description

**Concrete Bridge** is the most sturdy bridge the Navezgane Park and passes over the Ansel Adam River in a location where two Biomes meet. This bridge is complete and extremely sturdy. There is only one Concrete Bridge in Navezgane. There is also no Broken version of this Concrete Bridge.

Concrete Bridge is safe to walk across and poses no threat to safety as this Concrete Bridge is not very high and there is water below. There may be Zombies lying dormant waiting for Survivors to walk across it.

## All Bridge Locations in Navezgane

There are 10 wooden bridges:

* 688 N, 756 E
* 763 N, 661 E
* 180 N, 816 E
* 712 N, 494 E
* 890 N, 92 W
* 1502 N, 1759 W
* 939 N, 1486 W
* 227 N, 1456 W
* 514 S, 1308 W
* 1130 S, 1193 W

One broken wooden bridge:

* 1205 N, 1025 W

Two asphalt bridges:

* 333 S, 836 E
* 1659 S, 1154 W

A broken asphalt bridge:

* 1740 S, 597 E

And a concrete bridge:

* 1066 N, 238 W

## Images

* Entryway
* Above View
Diner

Game Worlds
 **Random World Generation** | Yes

**Diners** are small buildings with booths and chairs for people to sit at. There is a Cash Register, and in the back there is a kitchen with Ovens and Refrigerators.

## Location in Navezgane

There are two Diners:

* In the Desert at 1152 S, 539 E.
* In the Pine Forest at 634 N, 1904 W.

## Location in Random World Generation

Diners can spawn in cities, towns or rural areas.

## Prefabs

There are 2 types of Diners.

 diner\_02 | A red Diner labelled 'Bobs Cafe, Home Cooking'.

## Images

* Inside a Diner.
* diner\_02, also known as Bobs Cafe.
Departure Bridge 1

**Coordinates** | 966 E, 1845 S1074 E, 1845 S1273 E, 1845 S1409 E, 1845 S
 Game Worlds
 **Random World Generation** | No

## Description

**Departure Bridge 1** or **departure\_bridge\_01** can be found only in Navezgane and in the City of Departure. The Bridge itself is comprised of actually 4 total Point of Interest locations all next to each other.

## Locations in Navezgane

Located in the Desert biome outside of Departure at:

* 966 E, 1845 S
* 1074 E, 1845 S
* 1273 E, 1845 S
* 1409 E, 1845 S

## Images

* View of both portions of Departure Bridge 1
* Side view of the main portion
* A lone fragment of Departure Bridge 1
Ghillie Suit Hood

Ghillie Suit Hood is a piece of clothing that, in addition to heat and cold resist, provides the player with decreased visibility. It is part of the Ghillie Suit with Ghillie Suit Jacket and Ghillie Suit Pants. The decreased visibility is based on vision so it works best when not moving or sneaking slowly. The Ghillie Suit Hood doesn't have any mod slots, a shared property with apparel hats.

## Crafting

### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Plant Fibers50Sewing Kit1{{{linkname3}}}{{{itemcount3}}}{{{linkname4}}}{{{itemcount4}}}{{{linkname5}}}{{{itemcount5}}}{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}Sniper Complete{{{schematic}}}{{{workstation}}}{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)

Ghillie Suit Hood Recipe

1x
 **00:11**
Coyote

## Description

Coyotes are wild animals, commonly found in the Desert biome; they will attack the player but after taking damage will retreat and come back when their health is regenerated.

## Drops

It is recommended to use a Bone Knife, Hunting Knife, or Machete when harvesting because it will provide the player with more resources than any other tool or weapon.
Coyotes will not drop any loot upon being killed but can be harvested for the following:

* Raw Meat
* Leather
* Bone

## Other Hostile Animals

* Bear
* Dire Wolf
* Mountain Lion
* Rattlesnake
* Wolf
Deadly Radiation

## Description

**Deadly Radiation** is the debuff applied when a player goes to close to the edge of a map and enters the Nuclear Fallout Zone or applied temporarily by acid pools from the Mutated Zombie's attack..

This does increasing radiation damage over time and will kill a player if they do not move away from the edge of the map. A full screen green coloured static effect will be applied to the player's vision.

While a  Hazmat Suit does resist radiation damage, it does not provide 100% protection even with a full set. The damage taken is still too much and will kill a player given enough time.

## Images

* The full screen static effect applied while suffering this debuff.
Egg

## Description

An **Egg** is a food item found inside a Bird Nest or cooler. It can be eaten raw and will have a positive effect on Fullness. It can also be cooked and used as an ingredient.

## Usage

### Recipes

The following recipes require **Egg**: (NOTE: Times are based on a level 1 skill and the material that an object is crafted from, which is only reliable for food at the moment, so is rather difficult to calculate, this table is auto-generated):
Can of Murky Water

## Description

**Can of Murky Water** is a drink that is the result of filling an Empty Can with water from various sources found in Navezgane and Random World Generation . It is contaminated and although it will have a positive effect on your Hydration and Stamina it will also have a negative effect on your Wellness, with a 50% chance of contracting Dysentery. It is possible to purify Can of Murky Water by boiling it, which produces Boiled Water and is safe to drink. Once Can of Murky Water has been consumed the empty can will be placed into the backpack or on to toolbelt provided space is available.

## Sources

Can of Murky Water is collected by filling an Empty Can from a source of Water. After crafting or finding an empty can, the player is able to use it on any available water source. An Empty Can can be filled by placing the cross-hairs over a source of Water and clicking on it using the right mouse button. This will fill the entire stack the player is currently carrying on the Toolbelt as well the one in their hand. Lakes, streams and toilets all count as usable water sources.

## Usage

Can of Murky Water can be boiled in a Campfire to create Boiled Water, removing the 50% risk of Dysentery. Drinking Can of Murky Water will also remove the Burning De-buff. It is also worth noting that Can of Murky Water can be stacked, while Boiled Water cannot.

### Recipes

The following recipes require **Can of Murky Water**: (NOTE: Times are based on a level 1 skill and the material that an object is crafted from, which is only reliable for food at the moment, so is rather difficult to calculate, this table is auto-generated):

Boiled Water can not be used in recipes for cooking. It can only be drunk.

## Scrapping

You can scrap Empty Cans for Scrap Iron by selecting the cans and clicking "scrap"

## Purification

In order to purify Can of Murky Water, you will only need to use a Campfire with a source of Combustible fuel and time. Boiling murky water will purify it, converting it in to Boiled Water and removing the negative effects in the process.
Creative Menu

**Fair Warning: Use of this creative menu for gameplay purposes has the potential to ruin the looting aspect of the game due to being able to easily acquire anything in-game. Enabling it when creating the world will prevent the player from earning achievements in said world.**

**The Creative Menu** is creative tool used to model the world without the need to make any materials and allows access to all the blocks and items currently available in the game. It can only be accessed when the *Cheat Mode* Modded Option is set to On. The menu has many more items than available in normal gameplay, such as Blessed Metal Mod and developer tools, weapons and armor. Developer items must be enabled in the xml file and revealed by pressing a button in the menu itself.

To use the Creative Menu, you must first start or continue a game with the option Cheat Mode set to On and press the U key (Default Key) during game play to open the Creative Menu grid. Represented as a 7x10 grid it will open displaying a full grid of different blocks. Present on the left side of the main grid, there is a small panel with some pre-set filters displayed and are used to filter either blocks or items. Searching for an item by name can often be far simpler than searching individual pages. Consequently, a *Full Text Search* box provides a means of filtering blocks and items based upon the text input. *Page tabs* run down the right edge of the Creative Menu, in addition to the *Up* and *Down* tabs located to the right at the top and bottom respectively. These tabs are used to navigate through the pages of the Creative Menu.

Some items are not shown in the Creative Menu, such as experimental, unimplemented items and others, such as zombie hands. (Yes, that's how zombies attack. They have a weapon slot, and it's filled with a zombie hand.)

It is possible to add some items into the Creative Menu that are not normally there via editing the xml files, but this has the potential to seriously mess up your save, such as errors flooding the console from trying to spawn an Infected Police Officer hand.

The Creative Menu does not give access to the options for spawning-in zombies, which are accessible through the Entity Menu when the debug mode is activated.

The image below depicts the Creative Menu with the melee weapons filter selected.

## See also

* Cheat Mode
* Game Settings
Demolisher

## Description

The **Demolisher Zombie** is a heavily armored military zombie. It appears in late-game Blood Moon hordes and rarely in downtown areas of Cities in Snowy Forest, Desert, or Wasteland. They don't spawn in Forest cities. Wasteland cities have more frequent spawns compared to other biomes.

The **Demolisher Zombie** is easily recognizable by its large size and the green explosive charge on its chest. It excels in stomping spikes and exploding, causing massive damage to blocks and entities.

The Demolisher zombie deals 20 damage to entities and 500 damage to blocks. If it explodes, the explosion deals up to 800 damage to entities and 5000 to blocks within a 5-block-radius. All entities within a 6-block-radius are affected by the explosion.

If the Demolisher's explosive charge is hit directly, the light changes from green to red, emitting X beeps until detonation. The Demolisher can be killed without exploding if hit anywhere else except the explosive charge. The charge won't explode if hit after the Demolisher is dead or if the Demolisher is killed after being hit but before it explodes.

In addition, it has a very high armor rating of 60, meaning any physical damage it takes is reduced by 60%. Therefore, it is recommended to use armor-piercing (AP) ammunition, effectively reducing his armor rating to 30 (without the addition of perks and skill books). Hollow-point ammunition on the other hand will do 10 damage to the Demolisher.

As of Alpha 19, the Demolisher buttons can NOT be set off by blade traps when set to head level.

## Video Tutorials

Cover of the Demolition Zombie (aka Demolisher).

## Notes

* The Demolisher does not have a Feral or Irradiated version (as of Alpha 19.3).
* The Demolisher will begin to appear after reaching a gamestage of 147.
Freezing

## Description

If a character's Feels like temperature falls to 40°F (15.6°C), the Freezing buff will be applied. A red snowflake icon will appear in the HUD and the edges of the screen will gradually take on a frosted look. This buff causes greatly increased food consumption when recovering stamina. The effects of this buff can be mitigated or completely counteracted by the Well Insulated perk.

## Effects

While this buff is active the character will have Fullness decrease 60% faster over time, plus a further drain of 2 Fullness per Stamina point recovered.

This buff cannot directly kill a character. However if Fullness is decreased below 2% the player will be Starving and will begin taking damage over time.
Dismantling

Dismantling refers to taking apart an item to scrap, replace, and/or discard its constituent parts.

To dismantle an item, highlight it in your inventory and if it can be dismantled, the "assemble" button will be available. By clicking on the "assemble" button, a new pane (pictured below) will appear displaying the item and its constituent parts. From this new pane, a player can drag parts to slots in the inventory or shfit+click items to rapidly move them to the next available slot in inventory (first to open slots in the pack, then the tool belt when all pack slots are full).

Information available from the "assemble" pane includes:

* The item's overall quality level in the upper-right corner, represented by a color bar
* The item's exact, numeric quality level in the upper-left corner (Quality 438 in the picture below)
* The name of each constituent part
* The quality level of each constituent part
* The overall quality level of each constituent part, represented by a color bar
Football Helmet

## Description

A **Football Helmet** is an item of Clothing which can be looted by the player from various locations around the map and worn by their character to help protect them from damage. It offers the same protection as a Mining Helmet which is slightly more than a Leather Hood. The Football Helmet isn't a part of any armor set.
Farm Plot

## Description

The Farm Plot is used to grow crops to create a renewable source of Food.

Farm Plots cannot be picked up with the "E" key, but can be recovered after being placed. Upon destruction with any tool, or even an empty hand, the entire Farm Plot block will be added back into your inventory. This has a 100% success rate and no player-placed Farm Plot are lost when harvesting them in this manner. Unfortunately any seeds planted on the removed Farm Plot will be destroyed and lost forever.

Farm Plots are generated as parts of certain Points of Interest and work exactly like player-placed Farm Plots for farming. The one difference in PoI Farm Plots is they yield 22 Clay Soil and 4 Nitrate Powder when destroyed instead of the Farm Plot block. POI Farm Plots are often placed as parts of indoor planters or gardens.

## Crafting

### Required Items

Living off the Land level 1 reduces cost by 30%, level 2 reduces cost by 50%.

{{{nameresult}}}{{{imageresult}}}{{{yield}}}20Wood4Rotting Flesh10Nitrate Powder25Clay Soil100{{{linkname5}}}{{{itemcount5}}}{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}Living Off The Land{{{skillmod}}}{{{perkbook}}}{{{schematic}}}{{{workstation}}}{{{implement}}}1
(Parameter=linkname)
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*The recipe above contains the Resources needed to craft the **Farm Plot** for each level of the Living Off The Land Perk.
A higher level in the associated perk will decrease the crafting cost, saving resources.*

## Notes

* When farming indoors or underground, plants will need access to sunlight, which can be provided via skylight and/or (needs confirmation) nearby windows.
Dew Collector

## Description

The Dew Collector is a newly added workstation in Alpha 21. As water collection has been rebalanced by removing empty jars & cans from the game, the Dew Collector has been added to provide clean drinking water.

## Crafting

##### Required Items

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(Parameter=linkname)

Dew Collector Recipe

1x
 **00:29**

## Usage

The Dew Collector must be placed with a clear view of the sky, bars and other 'see-through' shapes are acceptable to be placed above. Once placed, the Dew Collector will automatically accumulate Water at a rate of approximately 3 jars every 24 game hours (between 6-10 in-game hours per water). Multiple Dew Collectors can be placed being limited only by the amount of Water Filters the player has access to.

Once all 3 slots are full the Water Collector stops thereby no longer increasing the Heatmap.

## Heat Map

Even though the Water Collector is a passive workstation requiring the player only to empty it, the Dew Collector will still increase the Heatmap at the following rates:

 HeatMap Frequency | 1000

*Every in-game hour is 1000 ticks*

This means every Dew Collector (until full) will produce 2% heat per in-game hour to a maximum of 10% after which the heat decay balances out with heat production. A total of 10 Dew Collectors will therefore reach 100% after 5 in-game hours potentially spawning a Screamer.

## Notes

* Since Dew Collectors produce heat constantly it's recommended to have a separate farm for them rather than directly at your base.
* The water produced by the Dew Collectors can be used to make Glue as Water and Murky Water have been extremely lowered in loot. This is especially effective using Yucca Juice Smoothies or drinking open water using a Water Purifier Mod as your main source of hydration as they require no water items to make.
* Broken Dew Collectors can be found randomly at some POIs, having a chance of yielding a Water Filter when broken down. (Requires testing)

## History

A21.0: Introduced

1. ↑ https://7daystodie.com/a21-official-release-notes/
Brass

## Description

**Brass** is a basic crafting resource which can be scavenged from various locations in *7 Days to Die* or obtained via Scrapping brass-based items. Brass can be smelted in a Forge, and the resulting **Brass** can be used to cast Bullet Casings.

## Crafting

Brass can be extracted from a Forge prior to moving the forge at no loss of materials.

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Brass1{{{linkname2}}}{{{itemcount2}}}{{{linkname3}}}{{{itemcount3}}}{{{linkname4}}}{{{itemcount4}}}{{{linkname5}}}{{{itemcount5}}}{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}{{{schematic}}}Forge{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)

Brass Recipe

1x
 **00:0.5**

## Brass Sources

The table below show items that can be scrapped to craft Brass and the weight of each item.

* It is possible to scrap Brass itself back into Brass but obviously this is pointless.
* Scrap Brass can be also harvested from Brass Lights.
* Smelting Brass items in a forge:
	+ Brass Trophy - 50 Brass - 14 Seconds (Removed in Alpha 21)
	+ Brass Candlestick - 150 Brass - 40 Seconds (Removed in Alpha 21)
	+ Brass Doorknob - 50 Brass - 14 Seconds (Removed in Alpha 21)
	+ Radiator - 250 Brass - 67 seconds
	+ Duke Coin - 1 Brass - 1 Second

* + Note. Do NOT buy brass items from the trader. You're better off smelting the duke coins into brass
Feral Wight

## Description

The **Feral Wight** is a special type of zombie encountered in the later 7 Day hordes as well as in army bases, caves and in wasteland cities.

Unlike most zombies, Feral Wights are not affected by daylight and can run after players at any time. They are also taller and much stronger than most zombies, making them very difficult and dangerous targets. Due to their strength, they pose a great threat to player built structures, and will tear down a wall with great speed. Players in Wasteland Towns should arm themselves amply, lest a Feral Wight threaten their base.

## Hit Points

Feral Wights have 532 Hit Points; The Feral version of the Feral Wights and Radiated Wights have 1010 Hit Points.

## Loot

Upon death, a Feral Wight has the chance to have weapon schematics, military gear, or powerful weapon parts. On occasion, it can also drop fully assembled Sniper Rifles and SMGs.

## Combat

Feral Wights are one of the most dangerous enemies in the game, being able to run at all times of the day and night. They also have a very high amount of health and devastating attack power, comparable to Bears. They will not hesitate to kill players with relative ease, so dispatching them quickly before they close in is a high priority.

It's **highly** advised not to attack them in close-combat, but rather with high-powered weaponry such as Hunting or Sniper Rifles as high quality versions can occasionally put them down in a single shot.

Feral Wights can also be reduced to crawlers with the application of spike traps, making them a much slower and easier target to kill. However, their arm length is longer than the average zombie's, so keep a fair distance when trying to conserve ammo with a melee strike.

## Notes

* Feral Wights appear to use the same voice lines as normal variant zombies, albeit with slightly altered and more animalistic tone changes.
* Feral Wights will still run even with 'NEVER RUN' enabled in settings.
* Feral Wights appear more often in Day 7 hordes as time goes on, for example: There will be more Feral Wights in a day 42 horde than in a previous day's horde. (Tested and Confirmed Alpha 13.8).
* These zombies can also appear when summoned by a Screamer on and after Day 28.
* The last models of the Feral Wight, Hazmat Zombie, Fallen Soldier, and the (A.18v) Zombie Biker were re-used and re-fitted with associated gear to make the appearance of multiple zombie variants. These all were, of course, changed in A.20 (or A.19 in the case of the Zombie Biker) to the now known HD models.
Concrete Mixing (Perk)

## Descriptions

**Concrete Mixing (Perk)** is a perk required to craft Cement and Concrete Mix. This perk replaced the Recipe Book *Set In Concrete*. The perk takes 30 skill points to unlock.

### Recipes

The following recipes require **Concrete Mixing (Perk)**: (NOTE: Times are based on a level 1 skill and the material that an object is crafted from, which is only reliable for food at the moment, so is rather difficult to calculate, this table is auto-generated):
Crawler Zombie

## Description

The **Crawler Zombie** is a type of Zombie. It is considerably slower than the average zombie as it does not walk or run and instead drags itself along the ground.

This may be used to player's advantages as it's speed is independent of the speed settings. On the other hand, it is also more difficult to detect, because it can attack you from below while you're repelling one zombie horde, with the added benefit of being harder to spot in a darker light ambience and ambient foliage.

## Combat

The crawler zombie, while always slow, is still a threat not to be taken too lightly. Not only are they harder to reach, since they are almost flat on the ground, they also have a chance to injure (sprain or even break) the player's leg upon a successful attack. Therefore, the best way to fight them in close-combat is to crouch. That way the vertical distance is shortened and it is easier to stay outside of the crawler zombie's attack range, while still being able to strike back with a melee weapon of choice.

## Loot

This container can give one or more of the following group/s and/or items/s as a loot:

## Notes

- Crawlers can climb up one block, just like walking zombies can jump up one block.

- They have considerably less hitpoints than regular zombies, having only 80 instead of 125 or even 150. The feral counterpart has 152, though.
Countrytown Business

## Glossary Page

**Countrytown Business** may refer to one of 14 total types in 7 Days to Die:

 Bigg Buns **countrytown\_business\_01**

 Appliance Co. **countrytown\_business\_02**

 The Bear Den **countrytown\_business\_03**

 Aldos Cabinet **countrytown\_business\_04**

 Butcher Petes **countrytown\_business\_05**

 Armstrong Auto **countrytown\_business\_07**

 Wildfire Camping Gear **countrytown\_business\_08**

 Countrytown Business 9 **countrytown\_business\_09**

 The Dead Rooster **countrytown\_business\_13**

 Grumpys Pub **countrytown\_business\_14**
Dart Trap

*This article is a stub. For more information on what defines a stub, see Template:Stub.
 You can help 7 Days to Die Wiki by expanding it.*

## Description

When powered with Electricity, the **Dart Trap** launches Iron Darts in a straight line up to a maximum distance of 26 blocks with a cadence of one projectile per second.

Iron darts deal good damage for a small cost, making dart traps very efficient at damaging zombies.

## Notes

The Motion Sensors don't obstruct the projectiles, so you can put motion sensors within its trajectory. The Trigger Plate also works very well with the Dart Trap.

## Uses

Dart traps are amazing at passively dealing with the Heatmap mechanics of the game. For instance, setting up dart traps and a pressure plate in front a door that leads to a dew collector farm (which are notable in A21 for generating large amounts of heat) will prevent screaming zombies from damaging the door and eventually breaking in.

They are also one of the best tool for base defense on horde night available to the player, assuming zombies are funneled through a long corridor. This tactic is made even more effective with the added use of the Electric Fence Post trap.

## Crafting

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*The recipe above contains the Resources needed to craft the **Dart Trap** for each level of the Advanced Engineering Perk.
A higher level in the associated perk will decrease the crafting cost, saving resources.*

## Video Tutorial (Alpha 16)

The videos below walks through crafting and using the Dart Trap.
Flashlight

## Description

A **Flashlight** is an item which can be crafted at a Workbench or found in houses and buildings around the map, usually inside Suitcases. It is possible to craft one and it can be acquired by scavenging and looting. It can be used as both a source of light, and a very weak melee weapon. A **Flashlight** cannot be melted or used as a source of Combustible fuel.

## Uses

### As a Tool

As a tool it can be used as a light source and is controlled by using the F key to switch it on and off. To be able to use a Flashlight you must equip it and have hold of it in your hand, it can then be used to cast light into dark areas. The downside to this is that, while you are using one you are unable to carry a decent weapon, leaving you vulnerable to attack from Zombies. A better alternative is the Helmet Light Mod, which can be put on headgear and commonly found on Mining Helmets, or a Weapon Flashlight Mod, which can be put on a gun.

### As a Weapon

During combat a Flashlight is an ineffective short range weapon and can kill an average Zombie with nine direct hits to the head or 17 hits or more to the body. It is more effective against a single Zombie and will not be very effective when dealing with even a small group of Zombies at close quarters. It can be used more effectively against single zombies when combined with the stealth of crouching to launch a sneak attack.

## Used in

### Crafting

Flashlights can be used to craft Helmet Light Mods and Weapon Flashlight Mods, both of which provides a light source while still being able to equip a decent weapon to defend against zombies.

### Recipes

The following recipes require **Flashlight**:

## Crafting

Crafted at a Workbench.

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(Parameter=linkname)

Flashlight Recipe

1x
 **00:16.8**

## Notes

* A Flashlight, as with all light sources, will not stop Zombies running at night.
* A Flashlight cannot be used in conjunction with a Mining Helmet. The light will alternate between helmet and flashlight.
Fatigue

"You are fatigued and take 10% more damage from all attacks. Eat Vitamins to cure this."

## Description

Fatigue is a negative Status Effect. When hit by a zombie or animal, occasionally the player will experience Fatigue and will take 10% more damage from all enemies. Vultures and other zombie animals have a high chance of inflicting Fatigue, regardless of armor or game stage.

Max Health will be lowered by 20 until the player consumes Vitamins to negate the Fatigue status effect. Vitamins immediately cure Fatigue when taken.

The Healing Factor perk decreases the likelihood of a hit from any source causing this status effect, and decreases the time to recover without medication.
Drum Magazine Mod

## Description

Doubles magazine capacity but increases reload time by 25%.

## Crafting

### Required Items

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(Parameter=linkname)

Drum Magazine Mod Recipe

1x
 **05:07**

## Compatible Items

 Burning Shaft Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fortifying Grip Mod ·
 Metal Chain Mod ·
 Metal Spikes Mod ·
 Rad Remover Mod ·
 Serrated Blade Mod ·
 Structural Brace Mod ·
 Stun Baton Repulsor Mod ·
 The Hunter Mod ·
 Ranged
 Barrel Extender Mod ·
 Bipod Mod ·
 Cripple Em Mod ·
 Fore Grip Mod ·
 Laser Sight Mod ·
 Magazine Extender Mod ·
 Muzzle Brake Mod ·
 Polymer String Mod ·
 Reflex Sight Mod ·
 Retracting Stock Mod ·
 Sawed-Off Shotgun Barrel Mod ·
 Scope 2x Mod ·
 Scope 4x Mod ·
 Scope 8x Mod ·
 Shotgun Choke Mod ·
 Shotgun Duckbill Mod ·
 Shotgun Tube Extender Mod ·
 Silencer Mod ·
 Trigger Group: Burst Mod ·
 Trigger Group: Full Auto Mod ·
 Trigger Group: Semi Mod ·
 **Tools** |  Bunker Buster Mod ·
 Diamond Blade Tip Mod ·
 Dye ·
 Ergonomic Grip Mod ·
 Fireman's Axe Mod ·
 Grave Digger Mod ·
 Iron Breaker Mod ·
 Power Tool Large Tank Mod ·
 Power Tool Small Tank Mod ·
 Structural Brace Mod ·
 Tempered Blade Mod ·
 **Armor/Clothing** |  Advanced Muffled Connectors Mod ·
 Armor Double Pocket Mod ·
 Armor Plating Mod ·
 Armor Pocket Mod ·
 Armor Triple Pocket Mod ·
 Ball Cap Mod ·
 Banded Armor Plating Mod ·
 Bandolier Mod ·
 Clothing Double Pocket Mod ·
 Clothing Pocket Mod ·
 Cooling Mesh Mod ·
 Cowboy Hat Mod ·
 Customized Fittings Mod ·
 Dye ·
 Helmet Light Mod ·
 Impact Bracing Mod ·
 Improved Fittings Mod ·
 Insulated Liner Mod ·
 Muffled Connectors Mod ·
 Press Boy Cap Mod ·
 Skull Cap Mod ·
 **Vehicles** |  Vehicle Expanded Seating Mod ·
 Vehicle Fuel Saver Mod ·
 Vehicle Off Road Highlights Mod ·
 Vehicle Reserve Fuel Tank Mod ·
 Vehicle Super Charger Mod ·
First Steps

Welcome to your first day in 7 Days to Die. This guide offers a streamlined starting point to ease newcomers into the game. For more detailed information, refer to the Beginners Guide after covering these basics.

## Day 1

### Daytime

Regardless of the chosen Difficulty setting, your primary focus is gathering resources for survival. Begin by obtaining materials for your Tutorial Quests to earn 4 character level points that can be spent on Perks. Pay attention to the needed quest materials shown in the top right corner. Gather resources and craft weapons, placing them in your Toolbelt for quick access. Remember that actions like attacks deplete your Stamina, particularly Power Attacks.

### Nighttime

Night brings heightened risks. Before sunset, secure temporary shelter to withstand the night. Clearing out Zombies during the day is advisable. At night, crouch to minimize noise and use minimal lighting to avoid attracting Zombie attention.

## Items

In addition to evading zombies, you'll craft tools, weapons, and building materials. While on the move, scavenge and loot for resources necessary to craft tools, weapons, and food.

### Tools

Start by gathering Plant Fibers and Wood from Grass and dead shrubs using your hands. Collect Small Stones by pressing 'E' while looking at them. Combine these resources to craft a Stone Axe in the crafting section (default: Tab). Equip the Stone Axe from the hotbar to expedite resource gathering. Repair it using Small Stones. It's also useful for breaking boulders and upgrading blocks.

### Weapons

Craft an early-game weapon like a Wooden Club, but avoid close combat with zombies. Consider a Wooden Bow with Stone Arrows for safer engagement. Load arrows with 'R', aim with left click, and crouch when undetected for extra damage. The Stone Spear offers distance from zombies. Power Attacks deal increased damage but drain stamina significantly.

### Food

Sustain yourself by scavenging food and water. Avoid consuming tainted items to prevent sickness. Keep a close eye on hunger and thirst levels.

## Safety Notes

* Maintain distance to avoid getting stunned by zombie hits.
* Seek shelter at night; zombies become faster and more numerous.
* Minimize torchlight and heat to discourage zombie attention.
* Crouch for stealth, and exercise caution with noise, as zombies are responsive.
* Manage stamina for efficient weapon and tool usage.
* Establish a base with a Land Claim Block to prevent zombie spawns.