Exercise is a gameplay mechanic in which the player can raise their passive
skills, fitness, and strength. Players open the Exercise menu in the Health
Tab to choose what exercises to do. Exercising will exert the player which
will reduce endurance.

## Exercises

### Squats

![](/w/images/4/48/Workout_Legs.png)

Squat's Stiffness location.

_Improves Fitness when performed regularly._

Stiffness location

    Legs.
Benefit

    Provides 4 Fitness XP per squat.

### Push-ups

![](/w/images/a/ad/Workout_ArmsChest.png)

Push-up's Stiffness location.

_Improves strength when performed regularly._

Stiffness location

    Arms and Chest.
Benefit

    Provides 6 Strength XP per push-up.
    Provides 9 Strength XP per push-up with Protein Boost.

### Sit-ups

![](/w/images/f/f5/Workout_Abs.png)

Sit-up's Stiffness location.

_Improves fitness when performed regularly._

Stiffness location

    Abs.
Benefit

    Provides 2 Fitness XP per sit-up.

### Burpees

![](/w/images/a/a2/Workout_LegsArmsChest.png)

Burpee's Stiffness location.

_Improves strength and fitness when performed regularly. Will drain endurance
a lot._

Stiffness location

    Legs, Arms, and Chest.
Benefit

    Provides 3.2 Fitness and 4.8 Strength XP per burpee.
    Provides 3.2 Fitness and 7.2 Strength XP per burpee with Protein Boost.

### Barbell curls

![](/w/images/a/ad/Workout_ArmsChest.png)

Barbell curl's Stiffness location.

_Improves strength when performed regularly._

A barbell is required to perform this exercise.

Stiffness location

    Arms and Chest.
Benefit

    Provides 7.2 Strength XP per barbell curl.
    Provides 10.8 Strength XP per barbell curl with Protein Boost.

### Dumbbell presses

![](/w/images/d/da/Workout_Arms.png)

Dumbbell press's Stiffness location.

_Improves strength when performed regularly._

A dumbbell is required to perform this exercise.

Stiffness location

    Arms.
Benefit

    Provides 7.2 Strength XP per dumbell press.
    Provides 10.8 Strength XP per dumbell press with Protein Boost.

### Bicep curls

![](/w/images/d/da/Workout_Arms.png)

Bicep curl's Stiffness location.

A dumbbell is required to perform this exercise.

Stiffness location

    Arms.
Benefit

    Provides 7.2 Strength XP per bicep curl.
    Provides 10.8 Strength XP per bicep curl with Protein Boost.

### Summary

This table shows approximate experience per hour given by each exercise. These
values were obtained in-game by performing each exercise for 30 in-game
minutes (10 for dumbbell presses and bicep curls) uninterrupted, recording the
total difference in experience, then doubling that difference (sextupling for
dumbbell presses and bicep curls) and dividing by experience per rep; could
use verification via source code analysis.

Exercise | Fitness per repetition | Strength per repetition | Repetitions per hour | Fitness per hour | Strength per hour
---|---|---|---|---|---
Squats | 4.0 | 0.0 | 52 | 208 | 0
Push-ups | 0.0 | 6.0 | 96 | 0 | 576
Sit-ups | 2.0 | 0.0 | 72 | 144 | 0
Burpees | 3.2 | 4.8 | 60 | 192 | 288
Barbell curls | 0.0 | 7.2 | ? | ? | ?
Dumbbell presses | 0.0 | 7.2 | 138 | 0 | 994
Bicep curls | 0.0 | 7.2 | 108 | 0 | 778

The time it takes to make one repetition will increase as exertion level goes
up. Anything higher than moderate exertion will add time to a repetition.

## Stiffness (Exercise Fatigue)

Doing exercises will build up Stiffness, which eventually causes Exercise
Fatigue. Exercise Fatigue will inflict pain. It will occur on some body parts,
which depend on the exercise the player has done. The severity of the pain
depend on a few things:

  * Time spent doing exercises.
  * Regularity of the exercise.

Having Exercise Fatigue on the arms will lower Melee Damage, and Attack Speed.
Having Exercise Fatigue on the legs will make the player clumsier and slower.

### Regularity

In the exercise menu, there's a bar called "Regularity" under every exercises,
which increases as the player does more of that kind of exercise. Having high
regularity will decrease the severity of Muscle Fatigue caused by that
exercise.

  * Starting as a Fitness Instructor will give the player a big head start on Regularity in every exercise.
    * Being Fit or Athletic will also give a slight head start.

## Code

![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code
snippet! This section contains source code from _Project Zomboid_ Show / Hide

**Source:** `ProjectZomboid\media\lua\shared\Definitions\FitnessExercise.lua`

_**Retrieved** : Build 41.78.16 _

    squats = {
    	type = "squats",
    	name = getText("IGUI_Squats"),
    	tooltip = getText("IGUI_Squats_Tooltip"),
    	stiffness = "legs", -- where we gonna build stiffness (can be a list separated by "," can be legs, arms or abs)
    	metabolics = Metabolics.Fitness,
    	xpMod = 1,
    };
    pushups = {
    	type = "pushups",
    	name = getText("IGUI_PushUps"),
    	tooltip = getText("IGUI_PushUps_Tooltip"),
    	stiffness = "arms,chest",
    	metabolics = Metabolics.Fitness,
    	xpMod = 1,
    };
    situp = {
    	type = "situp",
    	name = getText("IGUI_SitUps"),
    	tooltip = getText("IGUI_SitUps_Tooltip"),
    	stiffness = "abs",
    	metabolics = Metabolics.Fitness,
    	xpMod = 1,
    };
    burpees = {
    	type = "burpees",
    	name = getText("IGUI_Burpees"),
    	tooltip = getText("IGUI_Burpees_Tooltip"),
    	stiffness = "legs,arms,chest", -- where we gonna build stiffness (can be a list separated by "," can be legs, arms or abs)
    	metabolics = Metabolics.FitnessHeavy,
    	xpMod = 0.8, -- few less xp as it gives xp for 3 body parts
    };
    barbellcurl = {
    	type = "barbellcurl",
    	name = getText("IGUI_BarbellCurl"),
    	tooltip = getText("IGUI_BarbellCurl_Tooltip"),
    	item = "Base.BarBell",
    	prop = "twohands", -- prop is where we gonna put our item, 2 hand, primary or switch (one hand, then the other every X times)
    	stiffness = "arms,chest",
    	metabolics = Metabolics.FitnessHeavy,
    	xpMod = 1.2,
    };
    dumbbellpress = {
    	type = "dumbbellpress",
    	name = getText("IGUI_DumbbellPress"),
    	tooltip = getText("IGUI_PushUps_Tooltip"),
    	item = "Base.DumbBell",
    	prop = "switch",
    	stiffness = "arms",
    	metabolics = Metabolics.FitnessHeavy,
    	xpMod = 1.8,
    };
    bicepscurl = {
    	type = "bicepscurl",
    	name = getText("IGUI_BicepsCurl"),
    	tooltip = getText("IGUI_PushUps_Tooltip"),
    	item = "Base.DumbBell",
    	prop = "switch", -- switch is special, as i have 2 anim, one for left hand and one for right, i'll switch every X repeat the hand used
    	stiffness = "arms",
    	metabolics = Metabolics.FitnessHeavy,
    	xpMod = 1.8,
    };

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Exercise


This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]

## Items

### Firearms

Firearms require ammo to use and are loud, attracting the attention of nearby
zombies. They benefit significantly from high Aiming and Reloading skills,
with Aiming in particular improving the accuracy, range, and ease of use of
firearms.

#### Handguns

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Hands  | ![Ammunition](/w/images/6/67/RifleAmmo223.png) | ![Magazine size](/w/images/6/6b/BerettaClip.png) | Damage  | Range  | ![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) | +![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) × Aiming level  | ![Crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) | +![Additional crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) × Aiming level  | ![Noise radius](/w/images/thumb/c/cb/UI_Range.png/28px-UI_Range.png) | Knockback  | Knockdown  | Item ID
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---
![Minimum](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png) | ![Minimum](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png)
![HandGun.png](/w/images/c/c6/HandGun.png) | D-E Pistol | 1.5  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 8  | 1  | 1.9  | 0.61  | 10  | 20  | +12  | 20%  | +10%  | 70  | 0.3  | 2  | Base.Pistol3
![HandGun2.png](/w/images/5/51/HandGun2.png) | M1911 Pistol | 1.5  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 7  | 1  | 1.4  | 0.61  | 8  | 40  | +10  | 20%  | +10%  | 50  | 0.3  | 2  | Base.Pistol2
![RevolverShort.png](/w/images/7/7f/RevolverShort.png) | M36 Revolver | 1.5  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 5  | 0.7  | 1.2  | 0.61  | 6  | 65  | +8  | 20%  | +10%  | 30  | 0.3  | 2  | Base.Revolver_Short
![Revolver.png](/w/images/6/6d/Revolver.png) | M625 Revolver | 1.75  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 6  | 1  | 1.6  | 0.61  | 9  | 30  | +10  | 20%  | +10%  | 50  | 0.3  | 2  | Base.Revolver
![HandGun3.png](/w/images/9/92/HandGun3.png) | M9 Pistol | 1.5  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 15  | 0.6  | 1  | 0.61  | 7  | 50  | +8  | 20%  | +10%  | 40  | 0.3  | 2  | Base.Pistol
![RevolverLong.png](/w/images/4/40/RevolverLong.png) | Magnum | 2.0  | One-Hand  | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 6  | 1.2  | 1.9  | 0.61  | 11  | 20  | +12  | 20%  | +10%  | 80  | 0.3  | 2  | Base.Revolver_Long

#### Shotguns

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Hands  | ![Ammunition](/w/images/6/67/RifleAmmo223.png) | ![Magazine size](/w/images/6/6b/BerettaClip.png) | Damage  | Range  | ![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) | +![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) × Aiming level  | ![Crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) | +![Additional crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) × Aiming level  | ![Noise radius](/w/images/thumb/c/cb/UI_Range.png/28px-UI_Range.png) | Knockback  | Knockdown  | Item ID
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---
![Minimum](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png) | ![Minimum](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png)
![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png) | Double Barrel Shotgun | 4.0  | Two-Hand  | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) | 2  | 2  | 2.7  | 0.67  | 9  | 80  | +5  | 80%  | +4%  | 100  | 0.8  | 8  | Base.DoubleBarrelShotgun
![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png) | Sawed-off Double Barrel Shotgun | 3.5  | Two-Hand  | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) | 2  | 2  | 2.7  | 0.67  | 8  | 80  | +5  | 80%  | +4%  | 100  | 0.8  | 8  | Base.DoubleBarrelShotgunSawnoff
![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | JS-2000 Shotgun | 4.0  | Two-Hand  | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) | 6  | 1.5  | 2.2  | 0.61  | 7  | 70  | +5  | 60%  | +4%  | 100  | 0.8  | 8  | Base.Shotgun
![Shotgun.png](/w/images/6/61/Shotgun.png) | Sawed-off JS-2000 Shotgun | 3.5  | Two-Hand  | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) | 6  | 1.5  | 2.2  | 0.61  | 6  | 100  | +0  | 60%  | +4%  | 100  | 0.9  | 8  | Base.ShotgunSawnoff

#### Rifles

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Hands  | ![Ammunition](/w/images/6/67/RifleAmmo223.png) | ![Magazine size](/w/images/6/6b/BerettaClip.png) | Damage  | Range  | ![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) | +![Accuracy](/w/images/thumb/a/a9/UI_Accuracy.png/28px-UI_Accuracy.png) × Aiming level  | ![Crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) | +![Additional crit chance](/w/images/thumb/7/78/UI_Percentage.png/28px-UI_Percentage.png) × Aiming level  | ![Noise radius](/w/images/thumb/c/cb/UI_Range.png/28px-UI_Range.png) | Knockback  | Knockdown  | Item ID
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---
![Minimum damage](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum damage](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png) | ![Minimum range](/w/images/thumb/1/12/UI_Min.png/28px-UI_Min.png) | ![Maximum range](/w/images/thumb/0/0d/UI_Max.png/28px-UI_Max.png)
![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | M14 Rifle | 4.0  | Two-Hand  | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 20  | 1.2  | 2.0  | 0.61  | 10  | 50  | +5  | 30%  | +15%  | 70  | 0.3  | 2  | Base.AssaultRifle2
![AssaultRifle.png](/w/images/5/57/AssaultRifle.png) | M16 Assault Rifle | 4.0  | Two-Hand  | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 30  | 0.8  | 1.4  | 0.61  | 11  | 20  | +7  | 25%  | +12%  | 70  | 0.3  | 4  | Base.AssaultRifle
![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | MSR700 Rifle | 4.0  | Two-Hand  | ![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) | 3  | 0.6  | 1.3  | 0.61  | 10  | 27  | +17  | 25%  | +12%  | 70  | 0.3  | 2  | Base.VarmintRifle
![RifleHunting.png](/w/images/d/db/RifleHunting.png) | MSR788 Rifle | 4.0  | Two-Hand  | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 3  | 1.2  | 2.0  | 0.61  | 10  | 25  | +15  | 30%  | +15%  | 70  | 0.3  | 2  | Base.HuntingRifle

### Ammo

#### Rounds

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) | .223 Round | 0.02  | Base.223Bullets
![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | .308 Round | 0.02  | Base.308Bullets
![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | .38 Special Round | 0.02  | Base.Bullets38
![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | .44 Magnum Round | 0.04  | Base.Bullets44
![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | .45 Auto Round | 0.04  | Base.Bullets45
![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 5.56mm Round | 0.03  | Base.556Bullets
![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 9mm Round | 0.01  | Base.Bullets9mm
![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) | Shotgun Shells | 0.05  | Base.ShotgunShells

#### Boxes

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![RifleAmmo223.png](/w/images/6/67/RifleAmmo223.png) | Box of .223 Rounds | 0.6  | Base.223Box
![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) | Box of .308 Rounds | 0.6  | Base.308Box
![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) | Box of .38 Special Rounds | 0.35  | Base.Bullets38Box
![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) | Box of .44 Magnum Rounds | 0.38  | Base.Bullets44Box
![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) | Box of .45 Auto Rounds | 1  | Base.Bullets44Box
![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) | Box of 5.56mm Rounds | 1.2  | Base.556Box
![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) | Box of 9mm Rounds | 0.2  | Base.Bullets9mmBox
![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png) | Box of Shotgun Shells | 0.9  | Base.ShotgunShellsBox

#### Magazines

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Weapon  | Ammo  | Capacity  | Item ID
---|---|---|---|---|---|---
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | M9 Magazine | 0.2  | ![HandGun3.png](/w/images/9/92/HandGun3.png) | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 15  | Base.9mmClip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | M1911 Auto Magazine | 0.2  | ![HandGun2.png](/w/images/5/51/HandGun2.png) | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 7  | Base.45Clip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | D-E Magazine | 0.2  | ![HandGun.png](/w/images/c/c6/HandGun.png) | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) | 8  | Base.44Clip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | MSR700 Magazine | 0.2  | ![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | ![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) | 3  | Base.223Clip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | MSR788 Magazine | 0.2  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png) | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 3  | Base.308Clip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | M16 Magazine | 0.2  | ![AssaultRifle.png](/w/images/5/57/AssaultRifle.png) | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 30  | Base.556Clip
![BerettaClip.png](/w/images/6/6b/BerettaClip.png) | M14 Magazine | 0.2  | ![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) | 20  | Base.M14Clip

#### Molds

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![BulletMold.png](/w/images/0/07/BulletMold.png) | .223 Bullet MoldFuture | 0.5  | Base.223BulletsMold
![BulletMold.png](/w/images/0/07/BulletMold.png) | .308 Bullet MoldFuture | 0.5  | Base.308BulletsMold
![BulletMold.png](/w/images/0/07/BulletMold.png) | 9mm Bullet MoldFuture | 0.5  | Base.9mmBulletsMold
![BulletMold.png](/w/images/0/07/BulletMold.png) | Shotgun Shells MoldFuture | 0.5  | Base.ShotgunShellsMold

### Weapon parts

#### Canon

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+  | Function  | Weapons  | Base ID
---|---|---|---|---|---|---
![HuntingKnife.png](/w/images/0/04/HuntingKnife.png) | BayonetFuture | 0.2  | 0.2  | Currently not functional  | ![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png) | Base.Bayonnet
![ShotgunChoke.png](/w/images/e/e4/ShotgunChoke.png) | Choke Tube - Full | 0.1  | 0.1  | Increases damage by 0.5 and reduces spread by 0.1  | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.ChokeTubeFull
![ShotgunChoke.png](/w/images/e/e4/ShotgunChoke.png) | Choke Tube - Improved | 0.1  | 0.1  | Increases spread by 0.1 and reduces damage by 0.5  | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.ChokeTubeImproved
![RedDot.png](/w/images/c/ca/RedDot.png) | Gun LightFuture | 0.2  | 0.2  | Currently not functional  | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png) | Base.GunLight
![HandgunLaser.png](/w/images/4/4f/HandgunLaser.png) | Laser | 0.2  | 0.2  | Increases hit chance by 5  | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.Laser

#### Recoil Pad

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+  | Function  | Weapons  | Base ID
---|---|---|---|---|---|---
![RifleRecoilPad.png](/w/images/8/83/RifleRecoilPad.png) | Recoil Pad | 0.1  | 0.1  | Reduces recoil by 5  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.RecoilPad

#### Scope

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+  | Function  | Weapons  | Base ID
---|---|---|---|---|---|---
![Scope2x.png](/w/images/f/f4/Scope2x.png) | x2 Scope | 0.3  | 0.3  | Increases min. range by 6 and max. range by 7  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.x2Scope
![Scope4x.png](/w/images/5/59/Scope4x.png) | x4 Scope | 0.4  | 0.4  | Increases min. range by 8 and max. range by 13  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.x4Scope
![Scope8x.png](/w/images/c/c2/Scope8x.png) | x8 Scope | 0.8  | 0.8  | Increases min. range by 10 and max. range by 20  | ![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png) | Base.x8Scope
![ScopeIronSight.png](/w/images/a/ac/ScopeIronSight.png) | Iron Sight | 0.1  | 0.1  | Increases max. range by 3  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![Revolver.png](/w/images/6/6d/Revolver.png)![RevolverLong.png](/w/images/4/40/RevolverLong.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png) | Base.IronSight
![RedDot.png](/w/images/c/ca/RedDot.png) | Red Dot | 0.2  | 0.2  | Increases aiming speed.  | ![HandGun3.png](/w/images/9/92/HandGun3.png)![HandGun2.png](/w/images/5/51/HandGun2.png)![HandGun.png](/w/images/c/c6/HandGun.png)![Revolver.png](/w/images/6/6d/Revolver.png)![RevolverLong.png](/w/images/4/40/RevolverLong.png)![AssaultRifle.png](/w/images/5/57/AssaultRifle.png)![AssaultRifle2.png](/w/images/d/d8/AssaultRifle2.png)![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | Base.RedDot

#### Sling

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+  | Function  | Weapons  | Base ID
---|---|---|---|---|---|---
![AmmoStrap.png](/w/images/8/81/AmmoStrap.png) | Ammo Straps | 0.5  | 0.5  | Reduces reload time by 5  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.AmmoStraps
![GunSling.png](/w/images/0/0e/GunSling.png) | Sling | 0.5  | \- 0.3  | Reduces encumbrance by 0.3  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png)![Shotgun2.png](/w/images/4/4b/Shotgun2.png) | Base.Sling

#### Stock

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Encumbrance added to weapon](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)\+  | Function  | Weapons  | Base ID
---|---|---|---|---|---|---
![RifleFibreglassStock.png](/w/images/c/c8/RifleFibreglassStock.png) | Fiberglass Stock | 0.1  | \- 0.5  | Reduces the encumbrance by 0.5 and increases hit chance by 8  | ![RifleHunting.png](/w/images/d/db/RifleHunting.png)![LeverActionRifle.png](/w/images/3/3d/LeverActionRifle.png) | Base.FiberglassStock
  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Firearms


This article may be in need of improvement.Needs verification whether things are still up to date.Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.

By default the server name will be "servertest", if you want it to be anything else or if you run multiple servers, just type-servername NAME(whereNAMEis whatever name you want) after thestart-server.shbit. If you put in a name which doesn't exist, it will create a new server for you.

You will have to do this every time you run it as well.

To find the name you need to check in the mod file themselves OR add it with the in game server options editor BUT that has a bug where it doesn't do the third step below which you MUST do manually either way.

To find the workshop code go into the mod on Steam, press the share button and copy the numerical code from the end.

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about multiplayer FAQ. For a general frequently asked questions, seeFrequently Asked Questions. For general page about multiplayer, see multiplayer._

### How do I get to play Multiplayer?

Multiplayer is available through the 'Join' and 'Host' options in the main
menu.

### How do I set up a server in Windows/Mac/Linux?

Please follow dedicated server page for installation of a dedicated server on
your specific operating system.

For Windows you can use this tutorial.

People running a Linux server can follow the instructions posted by Connall.

#### Windows

To host a server, navigate to your game installation folder (for Steam users,
the default location is `Steam\SteamApps\common\ProjectZomboid>`) and find the
batch-file called `ProjectZomboidServer.bat`. Start it by double clicking it.

A command prompt window will pop up saying "*** SERVER STARTED****".

If you want to host a server with lots of people, you should make sure your
internet connection is fast and you have enough RAM in your rig.

See How do I use more/less RAM? for how to allocate more memory to your
server.

To allow people to connect to your server you will need to forward the
necessary ports.

The necessary ports to forward are 16261 (UDP) which serves as a handshake
port for communicating with the server.

For each possible player slot on your server, you need to forward additional
TCP ports, which are used to stream the world to the player clients.

If you want a server with 10 slots, you would have to forward these ports:

  * 16261 UDP
  * 16262 - 16272 TCP

A quick and easy way to test if your ports are forwarded properly are
CanYouSeeMe.org and Open Port Check Tool.

Good guides on how to forward ports are found all over the internet. Port
Forward has good guides on hand and covers a lot of routers. Port forwarding
sounds harder in theory that it actually is. It mostly just involves getting
into the menu of your router.

If you have no access to your router, please consult whoever is in charge of
your network (parents, room mates, admins, etc.).

#### Linux

With this we're making the assumption you understand your way around Linux.
For a more in depth guide, go visit Buying & Running a Linux Project Zomboid
Server - Help - The Indie Stone Forums

You'll want to install default-jdk and screen onto the server if you don't
have these already.

Now we need to grab the SteamCMD so we can download the actual Project Zomboid
software. It's recommended that you run SteamCMD on a seperate user.

You should add a new user by doing:

    adduser steam

Once that's sorted we need to switch over to the new user. It should be noted
anytime I refer to "steam" in the file directory context, then it means the
user folder. If you decide to name the user something else the directories
change also. Something to keep note of. "Steam" is not the same as "steam" in
the directory context as well.

    su - steam

this will switch the user from root, to Steam.

Now we need to actually get the SteamCMD. To do this we run this command:

    wget http://media.steampowered.com/installer/steamcmd_linux.tar.gz

It should eventually download and once it does we need to actually get the
contents out of the folder. To do this we run

    tar -xvzf steamcmd_linux.tar.gz

Now we got to run SteamCMD

To do this we can do:

    cd /home/steam/steamcmd

then

    ./steamcmd.sh +login steamusername steampassword +force_install_dir directory/you/want/to/install/to +app_update 108600 -beta onlinetest validate +exit

`steamusername` being your Steam username and `password` being the Steam
password.

You should have a `projectzomboid-dedi-server.sh` file in your ProjectZomboid
folder, if not you will need to rerun the command up above.

Whether or not you will whitelist the server it's best to put the file in.
You'll now need to edit the `projectzomboid-dedi-server.sh` and set your RAM
values. This is dependant on how much RAM your server has, I personally didn't
set them to use my complete server capacity, I did about half but the choice
is up to you. (Kirrus: Don't set more than 80% of your VM's capacity.) Use
WinSCP and double click on the file and it should open it up in an editor,
find these two lines:

    -Xms1024m \
    -Xmx1024m \

And edit the values to your choosing.

Now we need a certain script:

    wget http://kirrus.co.uk/stuff/pz/wheezy-glibc-sid.sh
    bash wheezy-glibc-sid.sh

This is only required for those who are running a Debian OS, Ubuntu (I am
told) should be fine.

We're almost there. So here's what we got to do now.

    cd /home/steam/Steam/SteamApps/common/ProjectZomboid

then

    ./projectzomboid-dedi-server.sh

It will start the server. You need to run the server in screen, or when you
close the terminal program you're using, the server will shutdown as well.

_EDIT_ \- I just ran it from a terminal window (in Ubuntu/Lubuntu). Go to your
dedicated server install folder (By default it will be in your home under
`/.steam/steam/steamapps/common/Project Zomboid Dedicated Server`) then run
the script with `bash start-server.sh`.

##### Running on a home computer

This is for if you simply want to run a server on your everyday PC, though it
should be kept in mind that the performance and amount of players it'll be
able to handle will be heavily dependent on your hardware and how many other
programs are running. I don't know how different, if at all, this will be for
distros that aren't Ubuntu, so keep that in mind if you're not on Ubuntu or an
Ubuntu-based distro.

Due to the performance and security limitations as compared to using a
dedicated server, it is heavily advised that you only do this for a small
private server, such as playing with a few friends.

Find the Project Zomboid Dedicated Server tool in steam and install it. Once
installed, navigate to the folder (Right click > Manage > Browse local files)
and run `start-server.sh` in terminal to start the server. The server config
is at `/home/Zomboid/Server/servertest.ini`, and the world file is at
`/home/Zomboid/Server/Saves/Multiplayer`. Make sure when you close the server
that you use the `Quit` command, as improperly closing the server (Such as
with `Ctrl`+`C` or closing the terminal window) will result in the world
improperly saving and potentially losing hours of progress, if autosave isn't
enabled. That's all you need to know besides port forwarding, which is already
covered elsewhere on this page.

### How do I use more/less RAM?

You'll need to edit the `projectzomboid-dedi-server.sh` file or the
`ProjectZomboidServer.bat` file and find lines that look like:

    -Xms1024m \
    -Xmx1024m \

These are your RAM values. It is advised that you don't use more than 80% of
your available RAM. If you're running the server from a home computer, then
the RAM values should be toned down significantly more.

### How do I reset/start a new world?

To reset the servers world you will need to navigate to your server's
`/Zomboid/Sandbox` folder. In there should be a folder called `servertest`
deleting this will folder will reset the world. Make sure to do this when the
server is off (or the server program is not running) and restart the server.

Alternatively you can create a new server. By default the server name will be
"testserver" and all the files will be named the same. If you want a new
server just type `-servername NAME` (where `NAME` is whatever name you want)
or add it to the shortcut you use to run the server. If you put in a name
which doesn't exist, it will create a new server for you.

### Are LAN servers possible/how?

Yes. Follow the instructions on dedicated server page.

LAN servers are completely possible, the usual installation instructions need
to be carried out with regards to setting up a server. This info can be found
at How to run a Server - Help - The Indie Stone Forums.

You should then be able to connect the server.

### Can I use mods on my mp server?

Yes, mods can be installed by following the instructions in installing mods
section of dedicated server page.

To use custom mods for your server you need to add them to your server.ini
file (by default it will be `servertest.ini`).

Step 1: Open the `server.ini` file.

Step 2: Find the line starting with "Mods=" and place the name of the mod into
this field.

Step 3: Fine the line starting with "WorkshopItems=" and place the workshop
code into this field.

Save the file, reload your server and it's done! The mods will automatically
download when people join if they don't have them. Please note some mods
require a client reload, if this is the case it may crash out or cause strange
things to happen. It's recommended users have the mods before joining to
remove this risk but worse case they can just reload and join straight away
and all should be fine.

To use custom maps for your server, please read the following thread on the
official forums.

It is recommend to test all mods before rolling them up to live servers, they
can have unexpected side effects to existing games. Please be patient with the
mod community as they migrate mods to the new build and help them with your
thanks and assistance with accurate bug reports.

### Can I change the length of days or the amount of Zombies/loot? Is there a
way to respawn loot?

Sandbox settings of the server are set up via the `SandboxVars.lua` which
should be saved in `Zomboid\Server\*servername*_SandboxVars.lua`.

If the file doesn't exist, it can be created with the `PZServerSetting.exe`
from your PZ installation folder.

If necessary, use the `PZServerSettings.exe` located inside the game's install
directory.

On a Linux box with Steam, in the home directory there should be
`.local/share/Steam/SteamApps/common/ProjectZomboid/projectzomboid/PZServerSettings.exe`
(execute using `wine`)

### How do zombies spawn?

Zombies "respawn" in defined areas where it makes sense (e.g., the highway and
other high density areas).

In your `ServerOptions.ini` the server host has two options for zombie
respawn:

    HoursForZombiesRespawn = 0  // Amount of hours a zone has to be unseen to respawn zombies.
    IncreaseZombieRespawnBy = 0 // Ammount of additional zombies you want to have spawned if HoursForZombiesRespawn > 0.

_Example:_ An area spawns by default 10 zombies. You define
`IncreaseZombieRespawnBy=20`. Now the area will spawn 30 zombies (10 naturally
and 20 additional zombies).

### Why can't people connect to my server?

There can be a number of factors surrounding why people can't access your
server. For the most part this sort of stuff applies to people who are hosting
servers from their homes, if you're using a VPS or dedicated gameserver
provider to host the server you shouldn't encounter these problems. If you do,
first refer to any available guides that may help resolve the issue, then
contact your server provider to see if they would be willing to help.

For home computers here's what you can check:

**1\. Check your ports**. Chances are your ports aren't accepting connections,
and for good reasons as this is generally a security feature for the routers.
Routers are so varied, that we can't actually give a lot of specifics for you.
However visiting a site like: portforward.com and finding your router model
should give you an idea on how to set up your port forwarding.

The following ports that should be forwarded is the 16261 as UDP as it's
considered a handshake port for the server. All further ports are configured
as TCP and are used to configure map data to each user. So one port should be
forwarded for every player you wish to have on the server. So for example
16262 - 16272 would allow ten players.(Version 41.65, after testing,
multiplayer online requires only one UDP port 16261)

If you want to test if the port is forwarding then you can use a port checker
such as https://www.yougetsignal.com/tools/open-ports/ to test and see if the
port is open. Make sure that your server is running before testing the port as
some routers, won't open the port until there's a connection running.

**2\. Firewalls and antivirus.** The oldest trick in the book, these could be
causing problems for the server and may wish to turn these off or add PZ/Java
to the exception list.

**3\. Correct IP.** There are two types of IP, an internal IP and an external
IP. Internal IPs are used for connecting within the computer or network while
externals are for people connecting from outside the network. Make sure you
are giving people an external IP and not an internal one. To check your IP,
you can just google "What's my IP" or visit http://www.whatismyip.com/

If you're absolutely certain it's none of these problems post to the
multiplayer help board on the official forums:
http://theindiestone.com/forums/index.php/forum/72-help/

### Common errors

### I'm trapped in a server! The map won't load anymore, what's going on? It
looks like a black border

You have either lost connection to the server, or the server has crashed.
You'll need to check your internet connection, or the server owner will need
to restart the server. If you're certain this is not the case, then the server
may not have the ports configured correctly to allow map streaming to each
player. If you're the server owner here's some info on the matter.

The following ports that should be forwarded is the 16261 as UDP as it's
considered a handshake port for the server. All further ports are configured
as TCP and are used to configure map data to each user. So one port should be
forwarded for every player you wish to have on the server. So for example
16262 - 16272.

### I'm getting some console messages about "Delay Packets"

This seems to be a common problem affecting a lot of users. There's no known
concrete fixes, just a couple of hot fixes.

One such fix is to try and disable firewalls or anti-virus which might be
causing the issue. If you have been able to connect to the server but has now
changed and you're getting these messages you can try removing the save folder
associated with the server. If it's still not working you might be
unfortunately stuck. It is possible that it's a server specific issue, try
connecting to a different server and see what happens.

Making sure the username is using a proper file name characters (as the
username is saved to a folder, so if you're using improper characters (like
"/" "!" etc) it won't work. It's also entirely possible that the server is
full, or all the ports opened by the server operator are in use. This means
that you won't be able to connect to the server and will instead, need to
connect to a different server.

### My server keeps crashing with people on it!

Odds are you don't have enough RAM or you haven't allocated enough of your RAM
to the server. If you're running a public server on a home computer, this will
be more of an issue. If running off a VPS it's still a possibility. Generally
2GB gets around 10-15 players and 4GB can cover 20-30 possibly.

### I get the Client version (956) doesn't match server (958) when I try to
connect to a server message. What's going on?

This is indicating that there is a Project Zomboid build mismatch between the
client and server. Say the message was like this "Client version (x) doesn't
match server (y)"

If Client (x) number is less than server (y) then that means that the server
is running a newer build and the client is running an older build. The best
way to check is to make sure that steam has updated your game to the newest
version possible.

If server (y) number is less than (x) then that means that the server is
outdated from the client and the server still needs to be updated.

It has been known that builds have accidentally been pushed to the onlinetest
branch, so make sure to check the forums and see if anybody else is having
problems regarding compatibility issues.

Also note - servers don't automatically install updates while running, but
most peoples clients will. You may need to shutdown the server, allow Steam or
GOG to update the files, and then reload.

### I was on a friends server, it was working fine but then we restarted and
we started having problems. What do I do?

There are a couple of possible solutions to this. The first is try deleting
the save associated with the server, in the event that's causing a conflict.
If that doesn't work, it might mean the server host has not quite configured
the ports correctly and isn't allowing map streaming.

### Administrating a server

#### Startup parameters

    _See more:Startup parameters_

See startup parameters page for a list of startup parameters you can start the
game with.

#### Server settings

    _See more:Server settings_

There are various options for servers. The server options are set up via the
`ServerOptions.ini` file in your Zomboid folder:

  * Windows: `%USERPROFILE%\Zomboid\server`
  * Linux: `$HOME/Zomboid/Server`

Just open it with a text editor and change them as you see fit.

When done with the changes, save the file and reboot the server.

You can also change these settings in-game (when logged in as an admin) via
`/changeoption optionName=*value*` and then `/reloadoptions`.

It may however be recommended to host a server in game, get all the settings
you want configured in the menu (where it also gives you explanations of what
each setting does), start a game, quit, and use those files to start a
dedicated server instead. That way there's no chance of typos, and no need to
look through the values.

See server settings page for a list of settings.

#### Admin commands

    _See more:Admin commands_

There are various commands for admins. There will be more in the future.

You can type `/help` to get a full list or `/help *command*` to get the help
tooltip for this command.

See admin commands page for a list of settings.

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Multiplayer FAQ


This feature has been removed from the game inpatch 0.2.0r RC2.5.It has been replaced byKnox Country.

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the legacy 0.2.0r map of Knox County. For the recreated map, seeYou Have One Day._

![](/w/images/thumb/8/83/Woodsmap.jpg/300px-Woodsmap.jpg)

Woods map.

![](/w/images/thumb/1/1e/Knox_county_woods.png/300px-Knox_county_woods.png)

Woods.

The **Woods** were located south of the Suburbs and west of the Downtown
District in the 0.2.0r of the Knox County map. Made of mostly trees, it had a
2-story house with a barn at the southwestern end and a small woodcutter shack
at the northwest end, which belongs to the Suburb sector.

## Locations

### 1: Barn

A simple Barn with 8 windows and a 2 block wide door entrance. It had only 1
room and doesn't have any containers, so it wasn't really a good place to make
a base in.

### 2:The Farm House

A 2-story-high house, with a small toilet, a kitchen with 5 kitchen containers
with a refrigerator. The 2nd floor had 2 small bedrooms with 3 beds and a few
closets and desks.

## Gallery

  * ![A player approaching the barn's east side](/w/images/thumb/0/06/Barn.jpg/120px-Barn.jpg)

A player approaching the barn's east side

  * ![A player moving his supplies in a Wheelie Bin near the eastern entrance of the house](/w/images/thumb/c/c0/Woodhouse.png/120px-Woodhouse.png)

A player moving his supplies in a Wheelie Bin near the eastern entrance of the
house

## Other 0.2.0r maps

  * Downtown District
  * Forest
  * Northern Highway
  * Suburbs
  * Villas

## See also

  * Knox County

RegionsShow / Hide

Knox Country

Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake
• Louisville (Leafhill Heights • Evergreen Hill) • March Ridge • Muldraugh •
Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station
• West Point

Knox CountyRemoved

Downtown District • Forest • Northern Highway • Suburbs • Villas • Woods

Challenges

House In The Woods • Kingsmouth Island • Knox County (remake) • Film Studio

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Woods


![](/w/images/thumb/7/73/Idle_Zombie_Horde.png/400px-Idle_Zombie_Horde.png)

Zombies.

A **zombie** is the player's main antagonist in Project Zomboid. These once
human citizens of Knox Country roam the landscape in the thousands. They have
an insatiable hunger for human flesh and will not hesitate to kill.

The default zombies in Project Zomboid are inspired by George A. Romero's
shambler zombies. The zombies can be heavily modified with the use of custom
sandbox. Sandbox has many options for modifying the zombies, such as
increasing or reducing their speed, primary senses, strength etc.

## Zombie mechanics

### Spawning

By default, zombies generally spawn in higher numbers at urban areas than
rural areas. However, most areas won't have the exact same population. Some
settlements will usually have larger zombie populations than others, such as
Louisville. Downtown areas tend to have higher populations than suburban or
outskirt areas. The population will increase and hit its peak after 30 days
have passed. Some areas can also become more populated as time passes due to
hordes migrating from other areas. Though sometimes the opposite may happen as
zombies populating an area may wander _away_ from the area too, such as from
gunshots and other sounds from the metagame.

Zombies can also spawn in enclosed spaces such as bathrooms or closets and
ambush unsuspecting survivors.

### Behavior

![](/w/images/thumb/e/ea/ZedFeast.jpg/400px-ZedFeast.jpg)

Zombies feasting on an unfortunate victim.

Zombies rely on their eyesight and hearing, they're especially drawn to lights
and noises such as radios, running vehicles and gunfire. If they hear a noise
behind them, they will first look behind and turn around afterwards. Zombies
prioritize their pathfinding: the sight of prey attracts them first and
foremost. With no human flesh in sight, noise is the next priority, regardless
of whether it is man-made or not (e.g. thunder).

Some zombies can be seen sitting against walls. This gives survivors an easier
opportunity of killing that zombie or safely getting past, due to the zombie
having to stand up first.

When the player dies next to zombies, they will kneel down and begin to eat
their corpse. Zombies can also occasionally be found feasting on a corpse,
also giving survivors an easier chance of slipping past or killing the
zombie(s).

### Hordes

![](/w/images/thumb/e/eb/Zombie_Movement.png/400px-Zombie_Movement.png)

Horde movement.

Zombies tend to roam in hordes, with one of those zombies being the designated
horde leader. The zombies in that horde will follow that leader around. Zombie
hordes are the most dangerous, and are best avoided at any stage of the game.

At irregular intervals, events outside the player's control will cause zombies
to migrate en-masse. For example a helicopter might fly overhead, a dog may
bark, or gunshots may be fired in the distance by an unseen survivor. These
events are part of the metagame, redistributing the zombie hordes over the map
to balance gameplay over long periods of time. Needless to say, these mass
movements pose great short-term risk to the player. Zombies take the most
direct route available to them to reach the noise source, with no concern as
to whether this happens to be through the player's shelter.

### Combat and damage

Zombies attack their prey by approaching and attempting to grab and bite.
These attacks hinder the victim's movement. While a lucky survivor may be able
to shake off a few uncoordinated attackers, zombies' tendency to move in
groups can leave an individual surrounded, doomed to a grisly demise at the
hands of the ravenous horde.

Attacks by zombies cause four kinds of injury: bites, scratches, lacerations,
and blunt trauma ("punches"). Bites are the gravest and inevitably lead to the
death (and zombification) of the subject. Rumors emerged early on in the
outbreak that there was a small chance of survival, but these were swiftly
proved false hope. It is however more difficult for a zombie to bite,
requiring them to have (relatively) protracted close contact with their prey.
In contrast, a zombie's attempts to grab its prey are harder to avoid and
often cause scratches, or in more severe cases, lacerations. While neither of
these spell certain death, they remain dangerous as there is still a chance of
contracting the infection (7% for scratches, 25% for lacerations) and slowly
succumbing to the disease, and if any attack from the zombies reach the neck,
be it a simple scratch or laceration, it will cause a lot more damage than
most other body parts. Finally, "punches" are attacks that do not break the
skin and carry no risk of infection. Punches deal a small amount of damage but
unlike the other injury types do not require first aid of any kind, needing
only time to heal and recover from occasional minor pain.

While injuring the living is usually the primary concern, zombies are also
able to damage inanimate objects such as doors and (player-made) walls. Though
a few knocks on a sturdy structure will make little impact, zombies have a
tendency to persist. Left to their own devices for a long time, or in larger
groups, they will eventually break through. Additionally, the noise one zombie
makes as it bashes itself against a door attracts its compatriots, who will
often be convinced to join in or simply mill around until something happens.
There is a small chance the zombies will lose interest if players hiding
inside a structure stay completely silent for a long period of time. However,
survivors finding themselves in this predicament would be wise not to rely on
such luck. This is especially true in buildings without barricaded windows as
zombies can smash through and climb in with no resistance.

On seeing prey, zombies' attack strategy is very straightforward: they simply
take the most direct path to grab and consume their quarry. This does not
always correspond to the most stealthy approach and can often be quite noisy
though brushing through vegetation, pounding on doors or barricades, or
smashing through windows. They also tend to groan and produce other guttural
noises on seeing prey, which can sometimes betray their presence. Despite
this, zombies' shuffling movements tend not to make much noise of their own.
Survivors should therefore stay alert and be aware of their surroundings, as
luck will not always be on their side and zombies will not always announce
their arrival. If a zombie does manage to sneak up on a survivor, they have a
higher chance of injuring them if the attack is from the rear.

Larger groups of zombies gain the ability to grab and pull down their prey for
feeding. Zombies can also vault over fences, falling to the ground and briefly
granting a window for the player to attack or escape before they get back up.
Should they choose to attack, survivors should be wary of staying too close to
the fence, as zombies vaulting over them can also perform a lunge attack that
is capable of knocking the player off balance (or even to the ground, injuring
them). Such an attack leaves the player vulnerable and unable to move for a
considerable period of time, often leading swiftly to their death if multiple
zombies are present. When more than one zombie vaults over a fence
simultaneously, the fence will take damage and eventually collapse if even
more vault it.

If a survivor stands on a downed zombie or parks a vehicle on-top, the zombie
will be rendered unable to stand up, providing an easier opportunity to kill
them.

### Crawlers

![](/w/images/thumb/4/48/Crawler.png/400px-Crawler.png)

A crawler.

Occasionally, zombies may be turned upside, on its stomach or on its back, and
may approach a survivor or a source of noise- by crawling. Sometimes, after a
zombie is knocked down, instead of getting up, it can decide to crawl around.
Other times, a crawler might just "play dead" by lying down and may emerge
when it hears a noise or some prey. They can sometimes be found playing dead
at the scene of car collisions.

This type of zombie moves extremely slowly, at about a fifth of the speed the
standing zombie may move at. Therefore, when a crawler is in a horde, it will
usually straggle behind and separate from the rest of the horde. However,
because it moves slowly, it makes little noise. Although it may moan every now
and then, its method of movement makes little noise and its slow speed makes
it harder to hear- even if it were to make a lot of noise to reach its target.
Furthermore, this type of zombie can be submerged by tall objects such as
crops; survivors should be cautious when exploring unsecured/obscured
territories. Because a crawler does NOT get knocked back when hit by a non-
fatal blow, it is risky to fight even a single crawler head on with a melee
weapon. In addition to this the crawler's main method of attack is to lunge at
the player. This attack has a much higher chance to break the skin or result
in a bite on the first attack when compared to walkers. However, a crawler is
NOT capable of sieging a structure's door or window. Crawlers are unable to go
over fences, and if obstructed by one during combat, will attempt to destroy
the fence by attacking it.

One weakness is that it has trouble turning around. Unlike the regular zombie,
a crawler has to push its entire body 180 degrees to turn around. A survivor
can manipulate this by going behind the rotating zombie and finishing it off
quickly, if the survivor has time. However, this approach will only work on an
one-on-one situation. If there are more zombies- regardless of whether they
are crawlers or standard walkers, this approach is too risky since it takes a
lot of time.

### Sprinters

![](/w/images/thumb/2/20/Post-41_Sprinters.jpg/400px-Post-41_Sprinters.jpg)

Sprinters have several unique running animations.

Sprinters are a zombie type that appears in custom sandbox settings and the
Studio challenge map. Sprinters are geared towards experienced players who
want more dangerous and challenging zombies. It's generally advised to have a
character build with high fitness and/or strength. It's also recommended to
avoid over-encumbrance, and wear clothing with little to no reduction to run-
speed or combat-speed.

Sprinters only walk when they're idle; once aggravated, they can easily catch
up to a walking survivor. Sprinting zombies will occasionally trip and fall,
creating an opportunity to escape or kill them while they're down. A survivor
under attack from a sprinting zombie will suffer a slow-down effect in order
to simulate being grabbed.

### Knox Infection

    _Main article:Knox Infection_

Survivors that get too close to zombies may be bitten, scratched, or otherwise
injured. Bites guarantee contracting the infection, but there is only a 7%
chance when scratched and a 25% chance when lacerated.

If the character has the thick skinned trait, they have a 15% chance of being
scratched. There is always a 25% chance of being bitten.

When a character has the Knox Infection, the sick moodle appears to verify it,
and the moodle's intensity will slowly increase until the character develops a
full blown fever and succumbs to it. However, the sick moodle can also happen
because the character ate raw or rotten foods, although sometimes the moodle
appears out of the blue. When this happens, there will be no zombification,
and the moodle will usually go away by itself with rest and by being well fed
and won't be of much harm to the character except decreased abilities for a
small amount of time. Once their health reaches zero, the survivor will remain
dead for a short period of time, before reanimating and standing back up.

After being zombified and creating a new character in the same world, the
original zombified character can be found, allowing the player to retrieve all
their items. However, like all zombies, this zombie will wander, often making
it difficult to track them down. Zombified player characters retain all their
stats from when they were still alive; this could prove trouble if your own
"zombie" lived for a long time and has all stats increased before death
therefore making them more dangerous than casual zombies.

### Wounds & decomposition

![](/w/images/thumb/e/e8/DecomposingGroup.jpg/400px-DecomposingGroup.jpg)

After months spent wandering around, they will experience decay. The hot and
humid weather clearly is not doing wonders for their skin.

Survivors using a bladed weapon are able to damage clothing worn by zeds and
even inflict visible wounds. Some zombies can spawn with pre-existing wounds.
They range from bandaged wounds to even zombies missing their faces or entire
scalps.

(Decomposition does not currently have any in-game effect as of Build 41) As
the game world experiences erosion, the zombies will also experience decay.
Their bodies will eventually start to experience putrefaction and lose much of
their body mass as time passes. However, the zombies won't die from
decomposition, the only way they will completely rot away is after they die.
Not all zombies will experience decomposition at the same time as each other.

## Attire & gear

### Outfits

Zombies can be found wearing many different types of clothing and accessories.
The majority of zombies will be wearing basic attire such as T-shirts, jeans,
jackets, etc. Zombies can also be found wearing accessories such as jewelry
and watches. Some zombies can even be found wearing backpacks.

#### Unique variants

![](/w/images/thumb/c/cc/ZedOutfitVariants.jpg/400px-ZedOutfitVariants.jpg)

Police officer zombies have a higher chance of spawning outside of police
stations, next to police vehicles, etc.

Zombies can also be found wearing unique outfits. These zombies can be found
easier at locations that their outfit is related to, such as their work-place
or inmates at the Kentucky State Prison. Even areas like farmsteads or trailer
parks can have different zombie variants compared to ones found in urban
areas.

A unique zombie variant that can occasionally be found is the survivor zombie.
Survivor zombies are usually found wearing clothing items like boonie hats,
hoodies, military camo pants etc. These zombies have large backpacks that
contain goodies such as non-perishable food, annotated maps, that indicate
where possible supply caches might be located or dangerous areas. Their
backpacks also have a high carry capacity and weight reduction.

### Items

Some zombies can be found with supplies in their inventory after killing them,
ranging from common items like cigarettes to rare items such as firearms. Some
zombies variants, such as police officers, have a higher chance of being found
with a gun on them. Pistols can be seen in their holsters or shotguns attached
to their back. Zombies can also sometimes be found with car keys or keys to
the house that they were killed inside of, which is especially useful for
getting past reinforced doors in gun shops or police stations.

Zombies can also occasionally be found wandering around with weapons impaled
in them. Early on, these weapons are generally knives, Hand Axes etc. However,
as time passes, more types of melee can be found impaled, such as spears,
crowbars, even machetes.

## Trivia

  * Project Zomboid's lore seems to indicate that it takes place in an alternate universe where Romero's concept of the modern zombie never came to be.
  * It is possible to encounter a zombie dressed identically to the character Jason Voorhees, of _Friday the 13th_ fame.
  * It is commonplace for people to assume that the Project Zomboid zombies are "infected" humans, like in Day Z; The Last of Us; Left 4 Dead; Dying Light; etc. This is incorrect, canonically the Project Zomboid zombies are indeed reanimated human corpses, and not living human beings with an infection.
  * In the lore, children can become infected, turning them into zombies - it was mentioned on day 6 and day 7 on NNR Radio, and day 6 on KnoxTalk Radio. Although children (and zombie children) will not be added to the game.

## See also

  * Health
  * Sleep
  * Moodles
  * Map
  * Weather

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Zombie


This page was last updated for an older version (41.53).The current stable version is41.78.16, released2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]Please update the version after updating the page.

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the Cookingskill. For category of items, see Items._
![Spiffo Cooking.png](/w/images/thumb/2/25/Spiffo_Cooking.png/439px-
Spiffo_Cooking.png)
---
_Spiffo needs some help with cooking..._

## Overview

**Cooking** is a skill in Project Zomboid that allows your character to make
the most out of a food item when used as an ingredient.

## Cooking

To begin cooking, you must right-click a Cooking Pot, Frying Pan, Griddle Pan
or a Bowl. If you have ingredients, you will be able to add them.

  * Adding 3 of the same ingredients will remove the unhappiness reduction, and will even increase unhappiness if there's more than 3.

## Cooking level

Cooking XP is easy to gain, but you should still maximize it by reading Skill
Books.

  * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 1 (Levels 1-2)
  * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 2 (Levels 3-4)
  * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 3 (Levels 5-6)
  * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 4 (Levels 7-8)
  * ![CookingSkillbook.png](/w/images/6/61/CookingSkillbook.png) Cooking Vol. 5 (Levels 9-10)

Ways to gain XP:

  * Add ingredients
  * Cook raw/uncooked food
  * Slice dead animals

### Benefits

Having a higher level of cooking skill provides some benefits:

  * **Each cooking level reduces how much ingredients are used when crafting 1 dish, which helps with Hunger reduction.**
    * Compared to a level 0 chef, a higher level one is able to make a dish more filling, even when using the same ingredients.
      * **THIS IS JUST AN EXAMPLE OF A SINGLE MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS**

Cooking Skill  | Mutton chop's hunger reduction  | Stew/Soup hunger reduction(Uncooked)  | Additional Hunger reduction (Uncooked)  | % Increase  | Stew/Soup hunger reduction(Cooked)  | Additional Hunger reduction / % (Cooked)  | Total % Increase
---|---|---|---|---|---|---|---
0 | -30 | -30 | - | - | -39 | -9 / +30% | +30%
10 | -30 | -39 | -9 | +30% | -50 | -11 / +22% | +66.67%

  * **Each cooking level reduces how much ingredients are used when crafting 1 dish, which indirectly increaseNutrition Values. **
    * Compared to a level 0 chef, a higher level one is able to squeeze more nutrients out of a food item.
      * **THIS IS JUST AN EXAMPLE OF A SINGLE MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS**

Cooking skill  | Mutton Chop's Calories (Uncooked)  | 1st Piece of Mutton  | 2nd Piece of Mutton  | 3rd Piece of Mutton  | Overall Calories  | Additional calories  | Total % Increase
---|---|---|---|---|---|---|---
0 | 234 | 117 | 117 | - | 234 | - | +0%
5 | 234 | 132.60 | 132.70 | 35.34 | 300.56 | 76.56 | +28.45%
10 | 234 | 136.5 | 137.5 | 81.9 | 354.9 | 120.9 | +51.67%

  * At level 7 Cooking, players are able to safely use rotten food as ingredients. The amount of Hunger and Nutrients gained from rotten food is substantially reduced.
    * **THIS IS JUST AN EXAMPLE OF A SINGLE ROTTEN MUTTON CHOP ADDED INTO A STEW/SOUP! RESULTS MAY OR MAY NOT BE DIFFERENT FOR DIFFERENT INGREDIENTS**

Cooking skill  | Mutton Chop's Calories/Hunger (Rotten)  | 1st piece Calories  | hunger reduction  | % used for calories  | % used for hunger reduction
---|---|---|---|---|---
7 | 234/-13 | 9.04 | 1 | 3.86% | 11.54%
8 | 234/-13 | 9.09 | 1 | 3.89% | 11.54%
9 | 234/-13 | 27.33 | 3 | 11.68% | 23.08%
10 | 234/-13 | 27.3 (Lower than lvl 9) | 3 | 11.67% | 23.08%

  * At level 7 Cooking, players are able to see if food contains poison. This does not allow the player to see which mushrooms or berries are poisonous as it only displays the poisonous icon on the specific dish the poisonous item is added to, not the poisonous item itself. This also allows the player to see if bleach has been added. Each additional "dose" of poison from berry, mushroom, or bleach will lower the cooking level at which the player can recognize the food as poisoned by approximately 1.

## Recipes

    _Main article:Cooking (crafting)_

## See also

  * Heat source.

SkillsShow / Hide

Passive

Fitness • Strength

Agility

Sprinting • Lightfooted • Nimble • Sneaking

Combat

Axe • Long Blunt • Short Blunt • Long Blade • Short Blade • Spear •
Maintenance

Crafting

BlacksmithFuture • Carpentry • Cooking • Farming • First Aid • Electrical •
Metalworking • Mechanics • Tailoring

Firearm

Aiming • Reloading

Survivalist

Fishing • Trapping • Foraging

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Cooking


Scenic Grove

![Scenic Grove](/w/images/a/a5/Scenic_Grove_Logo.png)

_Scenic Grove Mobile Park logo_

![Project Zomboid Scenic
Grove.png](/w/images/d/d4/Project_Zomboid_Scenic_Grove.png)

[[File:{{{icon2}}}|Scenic Grove|]]

[[File:{{{icon3}}}|Scenic Grove|]]

[[File:{{{icon4}}}|Scenic Grove|]]

[[File:{{{icon5}}}|Scenic Grove|]]

_Isometric view of Scenic Grove_

General

Type

Mobile Park

Location

State

Kentucky

Country

United States of America

Coordinates

![Show location on an interactive
map.](/w/images/thumb/5/59/Geographylogo.png/26px-Geographylogo.png)5350x6020

**Scenic Grove Mobile Park** is a rest area and trailer park located south of
Riverside. When choosing Riverside as your starting town, there are 2 possible
locations in Scenic Grove to spawn in.

## Loot

Scenic Grove Mobile Park is home to 36 mobile homes, a small, 1-story home,
and a small shed.

There isn't anything particularly valuable to find here, apart from the
occasional firearm. However, the many mobile homes contain lots of essentials
such as canned food, cooking ingredients, and clothing. This makes it a great
place to loot if you need to stock up on canned food for winter, if you're
running low. Vehicles can occasionally spawn here on the side of the road or
next to the trailers.

Any of the trailers can spawn as boarded-up survivor homes, which can contain
lots of useful supplies.

## Strategy

  * The trailers have lots of windows and not a lot of loot. Zombies can see you at almost all times and the cramped nature of trailers can easily get you cornered. Smash-and-grab style looting runs might be the best option.
  * An emergency vehicle can be used to draw zombies out of the trailers and into the many open areas suitable for dispatching hordes.
  * Be cautious if you decide to Molotovs or especially Fire Bombs. The trailers are fairly close together and Extinguisher spawns are practically non-existent.
  * If you're looking to get in and out quickly with the most valuable loot, quickly driving around the park looking for boarded up trailers might be the best option.

## Nearby businesses and landmarks

Business  | Type  | Coordinates
---|---|---
Al's Autoshop | Car repair shop  | 5436x5950
Diner | Restaurant  | 5425x5907
Gas N More | Gas station  | 5429x5870
U-Store It | Self Storage  | 5568x5914
Lectromax Manufacturing | Factory  | 5540x6055

## Gallery

  * ![Full view of Scenic Grove Mobile Home Park](/w/images/thumb/c/c3/Project_Zomboid_Scenic_Grove_Full_View.png/120px-Project_Zomboid_Scenic_Grove_Full_View.png)

Full view of Scenic Grove Mobile Home Park

## See also

  * Muldraugh
  * Rosewood
  * Riverside
  * West Point
  * Dixie Mobile Park

RegionsShow / Hide

Knox Country

Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake
• Louisville (Leafhill Heights • Evergreen Hill) • March Ridge • Muldraugh •
Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station
• West Point

Knox CountyRemoved

Downtown District • Forest • Northern Highway • Suburbs • Villas • Woods

Challenges

House In The Woods • Kingsmouth Island • Knox County (remake) • Film Studio

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Scenic Grove Mobile Park


##

Literature

ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle
maintenanceMaterialElectronicsGardeningPlush toysJunk

### Cartography

    _Main article:Map (item)_
Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![March Ridge Map](/w/images/4/43/Map.png) | March Ridge Map | 0.1  | Base.MarchRidgeMap
![Muldraugh Map](/w/images/4/43/Map.png) | Muldraugh Map | 0.1  | Base.MuldraughMap
![Riverside Map](/w/images/4/43/Map.png) | Riverside Map | 0.1  | Base.RiversideMap
![Rosewood Map](/w/images/4/43/Map.png) | Rosewood Map | 0.1  | Base.RosewoodMap
![West Point Map](/w/images/4/43/Map.png) | West Point Map | 0.1  | Base.WestpointMap
![Louisville Map 1](/w/images/4/43/Map.png) | Louisville Map 1 | 0.1  | Base.LouisvilleMap1
![Louisville Map 2](/w/images/4/43/Map.png) | Louisville Map 2 | 0.1  | Base.LouisvilleMap2
![Louisville Map 3](/w/images/4/43/Map.png) | Louisville Map 3 | 0.1  | Base.LouisvilleMap3
![Louisville Map 4](/w/images/4/43/Map.png) | Louisville Map 4 | 0.1  | Base.LouisvilleMap4
![Louisville Map 5](/w/images/4/43/Map.png) | Louisville Map 5 | 0.1  | Base.LouisvilleMap5
![Louisville Map 6](/w/images/4/43/Map.png) | Louisville Map 6 | 0.1  | Base.LouisvilleMap6
![Louisville Map 7](/w/images/4/43/Map.png) | Louisville Map 7 | 0.1  | Base.LouisvilleMap7
![Louisville Map 8](/w/images/4/43/Map.png) | Louisville Map 8 | 0.1  | Base.LouisvilleMap8
![Louisville Map 9](/w/images/4/43/Map.png) | Louisville Map 9 | 0.1  | Base.LouisvilleMap9

### Skill books

    _Main article:Skill books_
Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Number of pages](/w/images/thumb/7/75/Novel1.png/24px-Novel1.png) | Multiplier  | Skill  | Item ID
---|---|---|---|---|---|---
![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 1Future | 0.8  | 220  | 3  | Blacksmith | Base.BookBlacksmith1
![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 2Future | 0.8  | 260  | 5  | Blacksmith | Base.SmithingMag2
![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 3Future | 0.8  | 300  | 8  | Blacksmith | Base.BookBlacksmith3
![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 4Future | 0.8  | 340  | 12  | Blacksmith | Base.BookBlacksmith4
![Book6.png](/w/images/3/38/Book6.png) | Blacksmith Vol. 5Future | 0.8  | 380  | 16  | Blacksmith | Base.BookBlacksmith5
![Carpentry Vol. 1](/w/images/8/87/Book8.png) | Carpentry Vol. 1 | 0.8  | 220  | 3  | Carpentry | Base.BookCarpentry1
![Carpentry Vol. 2](/w/images/8/87/Book8.png) | Carpentry Vol. 2 | 0.8  | 260  | 5  | Carpentry | Base.BookCarpentry2
![Carpentry Vol. 3](/w/images/8/87/Book8.png) | Carpentry Vol. 3 | 0.8  | 300  | 8  | Carpentry | Base.BookCarpentry3
![Carpentry Vol. 4](/w/images/8/87/Book8.png) | Carpentry Vol. 4 | 0.8  | 340  | 12  | Carpentry | Base.BookCarpentry4
![Carpentry Vol. 5](/w/images/8/87/Book8.png) | Carpentry Vol. 5 | 0.8  | 380  | 16  | Carpentry | Base.BookCarpentry5
![Cooking Vol. 1](/w/images/8/82/Book9.png) | Cooking Vol. 1 | 0.8  | 220  | 3  | Cooking | Base.BookCooking1
![Cooking Vol. 2](/w/images/8/82/Book9.png) | Cooking Vol. 2 | 0.8  | 260  | 5  | Cooking | Base.BookCooking2
![Cooking Vol. 3](/w/images/8/82/Book9.png) | Cooking Vol. 3 | 0.8  | 300  | 8  | Cooking | Base.BookCooking3
![Cooking Vol. 4](/w/images/8/82/Book9.png) | Cooking Vol. 4 | 0.8  | 340  | 12  | Cooking | Base.BookCooking4
![Cooking Vol. 5](/w/images/8/82/Book9.png) | Cooking Vol. 5 | 0.8  | 380  | 16  | Cooking | Base.BookCooking5
![Electrician Vol. 1](/w/images/3/38/Book6.png) | Electrician Vol. 1 | 0.8  | 220  | 3  | Electrical | Base.BookElectrician1
![Electrician Vol. 2](/w/images/3/38/Book6.png) | Electrician Vol. 2 | 0.8  | 260  | 5  | Electrical | Base.BookElectrician2
![Electrician Vol. 3](/w/images/3/38/Book6.png) | Electrician Vol. 3 | 0.8  | 300  | 8  | Electrical | Base.BookElectrician3
![Electrician Vol. 4](/w/images/3/38/Book6.png) | Electrician Vol. 4 | 0.8  | 340  | 12  | Electrical | Base.BookElectrician4
![Electrician Vol. 5](/w/images/3/38/Book6.png) | Electrician Vol. 5 | 0.8  | 380  | 16  | Electrical | Base.BookElectrician5
![Farming Vol. 1](/w/images/0/02/Book3.png) | Farming Vol. 1 | 0.8  | 220  | 3  | Farming | Base.BookFarming1
![Farming Vol. 2](/w/images/0/02/Book3.png) | Farming Vol. 2 | 0.8  | 260  | 5  | Farming | Base.BookFarming2
![Farming Vol. 3](/w/images/0/02/Book3.png) | Farming Vol. 3 | 0.8  | 300  | 8  | Farming | Base.BookFarming3
![Farming Vol. 4](/w/images/0/02/Book3.png) | Farming Vol. 4 | 0.8  | 340  | 12  | Farming | Base.BookFarming4
![Farming Vol. 5](/w/images/0/02/Book3.png) | Farming Vol. 5 | 0.8  | 380  | 16  | Farming | Base.BookFarming5
![First Aid Vol. 1](/w/images/8/8f/Book2.png) | First Aid Vol. 1 | 0.8  | 220  | 3  | First Aid | Base.BookFirstAid1
![First Aid Vol. 2](/w/images/8/8f/Book2.png) | First Aid Vol. 2 | 0.8  | 260  | 5  | First Aid | Base.BookFirstAid2
![First Aid Vol. 3](/w/images/8/8f/Book2.png) | First Aid Vol. 3 | 0.8  | 300  | 8  | First Aid | Base.BookFirstAid3
![First Aid Vol. 4](/w/images/8/8f/Book2.png) | First Aid Vol. 4 | 0.8  | 340  | 12  | First Aid | Base.BookFirstAid4
![First Aid Vol. 5](/w/images/8/8f/Book2.png) | First Aid Vol. 5 | 0.8  | 380  | 16  | First Aid | Base.BookFirstAid5
![Fishing Vol. 1](/w/images/5/51/Book5.png) | Fishing Vol. 1 | 0.8  | 220  | 3  | Fishing | Base.BookFishing1
![Fishing Vol. 2](/w/images/5/51/Book5.png) | Fishing Vol. 2 | 0.8  | 260  | 5  | Fishing | Base.BookFishing2
![Fishing Vol. 3](/w/images/5/51/Book5.png) | Fishing Vol. 3 | 0.8  | 300  | 8  | Fishing | Base.BookFishing3
![Fishing Vol. 4](/w/images/5/51/Book5.png) | Fishing Vol. 4 | 0.8  | 340  | 12  | Fishing | Base.BookFishing4
![Fishing Vol. 5](/w/images/5/51/Book5.png) | Fishing Vol. 5 | 0.8  | 380  | 16  | Fishing | Base.BookFishing5
![Foraging Vol. 1](/w/images/3/32/Book10.png) | Foraging Vol. 1 | 0.8  | 220  | 3  | Foraging | Base.BookForaging1
![Foraging Vol. 2](/w/images/3/32/Book10.png) | Foraging Vol. 2 | 0.8  | 260  | 5  | Foraging | Base.BookForaging2
![Foraging Vol. 3](/w/images/3/32/Book10.png) | Foraging Vol. 3 | 0.8  | 300  | 8  | Foraging | Base.BookForaging3
![Foraging Vol. 4](/w/images/3/32/Book10.png) | Foraging Vol. 4 | 0.8  | 340  | 12  | Foraging | Base.BookForaging4
![Foraging Vol. 5](/w/images/3/32/Book10.png) | Foraging Vol. 5 | 0.8  | 380  | 16  | Foraging | Base.BookForaging5
![Mechanics Vol. 1](/w/images/9/9e/Book11.png) | Mechanics Vol. 1 | 0.8  | 220  | 3  | Mechanics | Base.BookMechanic1
![Mechanics Vol. 2](/w/images/9/9e/Book11.png) | Mechanics Vol. 2 | 0.8  | 260  | 5  | Mechanics | Base.BookMechanic2
![Mechanics Vol. 3](/w/images/9/9e/Book11.png) | Mechanics Vol. 3 | 0.8  | 300  | 8  | Mechanics | Base.BookMechanic3
![Mechanics Vol. 4](/w/images/9/9e/Book11.png) | Mechanics Vol. 4 | 0.8  | 340  | 12  | Mechanics | Base.BookMechanic4
![Mechanics Vol. 5](/w/images/9/9e/Book11.png) | Mechanics Vol. 5 | 0.8  | 380  | 16  | Mechanics | Base.BookMechanic5
![Metalwork Vol. 1](/w/images/e/ea/Book7.png) | Metalwork Vol. 1 | 0.8  | 220  | 3  | Metalworking | Base.BookMetalWelding1
![Metalwork Vol. 2](/w/images/e/ea/Book7.png) | Metalwork Vol. 2 | 0.8  | 260  | 5  | Metalworking | Base.BookMetalWelding2
![Metalwork Vol. 3](/w/images/e/ea/Book7.png) | Metalwork Vol. 3 | 0.8  | 300  | 8  | Metalworking | Base.BookMetalWelding3
![Metalwork Vol. 4](/w/images/e/ea/Book7.png) | Metalwork Vol. 4 | 0.8  | 340  | 12  | Metalworking | Base.BookMetalWelding4
![Metalwork Vol. 5](/w/images/e/ea/Book7.png) | Metalwork Vol. 5 | 0.8  | 380  | 16  | Metalworking | Base.BookMetalWelding5
![Tailoring Vol. 1](/w/images/9/9e/Book11.png) | Tailoring Vol. 1 | 0.8  | 220  | 3  | Tailoring | Base.BookTailoring1
![Tailoring Vol. 2](/w/images/9/9e/Book11.png) | Tailoring Vol. 2 | 0.8  | 260  | 5  | Tailoring | Base.BookTailoring2
![Tailoring Vol. 3](/w/images/9/9e/Book11.png) | Tailoring Vol. 3 | 0.8  | 300  | 8  | Tailoring | Base.BookTailoring3
![Tailoring Vol. 4](/w/images/9/9e/Book11.png) |  Tailoring Vol. 4 | 0.8  | 340  | 12  | Tailoring | Base.BookTailoring4
![Tailoring Vol. 5](/w/images/9/9e/Book11.png) | Tailoring Vol. 5 | 0.8  | 380  | 16  | Tailoring | Base.BookTailoring5
![Trapping Vol. 1](/w/images/0/02/Book3.png) | Trapping Vol. 1 | 0.8  | 220  | 3  | Trapping | Base.BookTrapping1
![Trapping Vol. 2](/w/images/0/02/Book3.png) | Trapping Vol. 2 | 0.8  | 260  | 5  | Trapping | Base.BookTrapping2
![Trapping Vol. 3](/w/images/0/02/Book3.png) | Trapping Vol. 3 | 0.8  | 300  | 8  | Trapping | Base.BookTrapping3
![Trapping Vol. 4](/w/images/0/02/Book3.png) | Trapping Vol. 4 | 0.8  | 340  | 12  | Trapping | Base.BookTrapping4
![Trapping Vol. 5](/w/images/0/02/Book3.png) | Trapping Vol. 5 | 0.8  | 380  | 16  | Trapping | Base.BookTrapping5

### Recipe magazines

    _Main article:Recipe magazines_
Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Effect  | Skill  | Item ID
---|---|---|---|---|---
![Angler USA Magazine Vol. 1](/w/images/1/1c/MagazineFish.png) | Angler USA Magazine Vol. 1 | 0.1  | Make Fishing Rod
Fix Fishing Rod | Fishing | Base.FishingMag1
![Angler USA Magazine Vol. 2](/w/images/7/78/MagazineFish2.png) | Angler USA Magazine Vol. 2 | 0.1  | Make Fishing Net
Get Wire Back  | Fishing | Base.FishingMag2
![Electronics Magazine Vol. 1](/w/images/8/8e/MagazineElectronics01.png) | Electronics Magazine Vol. 1 | 0.1  | Make Remote Controller V1
Make Remote Controller V2
Remote Controller V3 | Electrical | Base.ElectronicsMag1
![Electronics Magazine Vol. 2](/w/images/9/9b/MagazineElectronics03.png) | Electronics Magazine Vol. 2 | 0.1  | Make Timer
Add Timer | Electrical | Base.ElectronicsMag2
![Electronics Magazine Vol. 3](/w/images/2/22/MagazineElectronics04.png) | Electronics Magazine Vol. 3 | 0.1  | Add Motion Sensor V1
Add Motion Sensor V2
Add Motion Sensor V3 | Electrical | Base.ElectronicsMag3
![Electronics Magazine Vol. 4](/w/images/9/9b/MagazineElectronics03.png) | Electronics Magazine Vol. 4 | 0.1  | Make Remote Trigger
Add Crafted Trigger | Electrical | Base.ElectronicsMag5
![Engineer Magazine Vol. 1](/w/images/7/76/MagazineMechanics.png) | Engineer Magazine Vol. 1 | 0.1  | Make Noise Maker | Electrical | Base.EngineerMagazine1
![Engineer Magazine Vol. 2](/w/images/7/76/MagazineMechanics.png) | Engineer Magazine Vol. 2 | 0.1  | Make Smoke Bomb | Electrical | Base.EngineerMagazine2
![Good Cooking Magazine Vol. 1](/w/images/a/ad/MagazineFood.png) | Good Cooking Magazine Vol. 1 | 0.1  | Make Cake Batter
Make Pie Dough | Cooking | Base.CookingMag1
![Good Cooking Magazine Vol. 2](/w/images/a/ae/MagazineFood2.png) | Good Cooking Magazine Vol. 2 | 0.1  | Make Bread (dough) | Cooking | Base.CookingMag2
![Guerilla Radio Vol. 1](/w/images/8/8e/MagazineElectronics01.png) | Guerilla Radio Vol. 1 | 0.1  | Craft Makeshift Radio | Electrical | Radio.RadioMag1
![Guerilla Radio Vol. 2](/w/images/2/22/MagazineElectronics04.png) | Guerilla Radio Vol. 2 | 0.1  | Craft Makeshift Walkie Talkie | Electrical | Radio.RadioMag2
![Guerilla Radio Vol. 3](/w/images/7/76/MagazineMechanics.png) | Guerilla Radio Vol. 3 | 0.1  | Craft Makeshift Ham Radio | Electrical | Radio.RadioMag3
![How to Use Generators](/w/images/d/d6/MagazineElectronics02.png) | How to Use Generators | 0.1  | Teaches the player how to connect generators to buildings  | Electrical | Base.ElectronicsMag4
![Laines Auto Manual - Standard Models](/w/images/b/b6/MagazineMechanic1.png) | Laines Auto Manual - Standard Models | 0.1  | Can perform maintenance on _standard_ vehicle types | Mechanics | Base.MechanicMag1
![Laines Auto Manual - Commercial Models](/w/images/7/7a/MagazineMechanic2.png) | Laines Auto Manual - Commercial Models | 0.1  | Can perform maintenance on _heavy-duty_ vehicle types | Mechanics | Base.MechanicMag2
![Laines Auto Manual - Performance Models](/w/images/0/0a/MagazineMechanic3.png) | Laines Auto Manual - Performance Models | 0.1  | Can perform maintenance on _sport_ vehicle types | Mechanics | Base.MechanicMag3
![The Farming Magazine](/w/images/1/1c/MagazineFish.png) | The Farming Magazine | 0.1  | Make Mildew Cure
Make Flies Cure | Farming | Base.FarmingMag1
![The Herbalist](/w/images/a/ad/MagazineFood.png) | The Herbalist | 0.1  | Can identifty poisonous berries and mushrooms, and forage medicinal plants | Foraging | Base.HerbalistMag
![The Hunter Magazine Vol. 1](/w/images/0/0e/MagazineHunting.png) | The Hunter Magazine Vol. 1 | 0.1  | Make Snare Trap | Trapping | Base.HuntingMag1
![The Hunter Magazine Vol. 2](/w/images/8/80/MagazineHunting2.png) | The Hunter Magazine Vol. 2 | 0.1  | Make Wooden Box Trap
Make Stick Trap | Trapping | Base.HuntingMag2
![The Hunter Magazine Vol. 3](/w/images/1/17/MagazineHunting3.png) | The Hunter Magazine Vol. 3 | 0.1  | Make Trap Box
Make Cage Trap | Trapping | Base.HuntingMag3
![The Metalwork Magazine Vol. 1](/w/images/8/8d/MagazineWelding1.png) | The Metalwork Magazine Vol. 1 | 0.1  | Make Metal Walls
Make Metal Roof | Metalworking | Base.MetalworkMag1
![The Metalwork Magazine Vol. 2](/w/images/6/6d/MagazineWelding2.png) | The Metalwork Magazine Vol. 2 | 0.1  | Make Metal Containers  | Metalworking | Base.MetalworkMag2
![The Metalwork Magazine Vol. 3](/w/images/6/61/MagazineWelding3.png) | The Metalwork Magazine Vol. 3 | 0.1  | Make Metal Fences  | Metalworking | Base.MetalworkMag3
![The Metalwork Magazine Vol. 4](/w/images/6/61/MagazineWelding3.png) | The Metalwork Magazine Vol. 4 | 0.1  | Make Metal Sheet
Make Small Metal Sheet | Metalworking | Base.MetalworkMag4
![MagazineBlacksmith1.png](/w/images/c/c5/MagazineBlacksmith1.png) | The Smithing Magazine Vol. 1Future | 0.1  | Make Fork
Make Spoon
Make Cooking Pot
Make Roasting Pan
Make Saucepan
Make Baking Tray
Make Baking Pan
Make Frying Pan | Blacksmith | Base.SmithingMag1
![MagazineBlacksmith2.png](/w/images/c/c6/MagazineBlacksmith2.png) | The Smithing Magazine Vol. 2Future | 0.1  | Make Letter Opener
Make Nails
Make Paperclip
Make Scissors
Make Door Knob
Make Door Hinge
Make Butter Knife
Make Ball-peen Hammer | Blacksmith | Base.SmithingMag2
![MagazineBlacksmith3.png](/w/images/6/61/MagazineBlacksmith3.png) | The Smithing Magazine Vol. 3Future | 0.1  | Make Tongs
Make Hammer
Make Metal Sheet
Make Suture Needle Holder
Make Tweezers
Make Suture Needle
Make Metal Drum
Make Kitchen Knife
Make Saw
Make Hunting Knife
Make Shovel
Make Trowel | Blacksmith | Base.SmithingMag3
![MagazineBlacksmith4.png](/w/images/5/57/MagazineBlacksmith4.png) | The Smithing Magazine Vol. 4Future | 0.1  | Make 9mm Bullet Mold
Make .308 Bullet Mold
Make .223 Bullet Mold
Make Shotgun Shells Mold
Make 9mm Round
Make Shotgun Shells
Make .308 Round
Make .223 Round
Make Crowbar
Make Golfclub
Make Axe
Make Sledgehammer | Blacksmith | Base.SmithingMag4

### Leisure

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Unhappiness](/w/images/b/b5/Moodle_Icon_Unhappy.png) | ![Stress](/w/images/1/16/Moodle_Icon_Stressed.png) | ![Boredom](/w/images/b/bb/Moodle_Icon_Bored.png) | Item ID
---|---|---|---|---|---|---
![Book.png](/w/images/f/f3/Book.png) | Book | 0.5  | -40  | -40  | -50  | Base.Book
![ComicBook.png](/w/images/a/a2/ComicBook.png) | Comic Book | 0.1  | -20  | -20  | -30  | Base.ComicBook
![Crossword Magazine](/w/images/8/8c/MagazineCrossword1.png) | Crossword Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineCrossword1
![Crossword Magazine](/w/images/e/eb/MagazineCrossword2.png) | Crossword Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineCrossword2
![Crossword Magazine](/w/images/d/df/MagazineCrossword3.png) | Crossword Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineCrossword3
![MagazineNudie1.png](/w/images/d/df/MagazineNudie1.png) | HottieZ | 0.2  | \-  | -50  | -40  | Base.HottieZ
![Magazine.png](/w/images/b/b4/Magazine.png) | Magazine | 0.2  | \-  | -15  | -20  | Base.Magazine
![Newspaper.png](/w/images/4/4f/Newspaper.png) | Newspaper | 0.1  | \-  | -15  | -15  | Base.Newspaper
![TV Magazine](/w/images/8/8c/MagazineCrossword1.png) | TV Magazine | 0.2  | \-  | -15  | -20  | Base.TVMagazine
![Wordsearch Magazine](/w/images/e/e6/MagazineWordsearch1.png) | Wordsearch Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineWordsearch1
![Wordsearch Magazine](/w/images/c/c0/MagazineWordsearch2.png) | Wordsearch Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineWordsearch2
![Wordsearch Magazine](/w/images/4/45/MagazineWordsearch3.png) | Wordsearch Magazine | 0.2  | \-  | -15  | -20  | Base.MagazineWordsearch3

### Writable

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Number of pages](/w/images/thumb/7/75/Novel1.png/24px-Novel1.png) | Item ID
---|---|---|---|---
![Paper.png](/w/images/b/b2/Paper.png) | DoodleRemoved | 0.3  | 1  | Base.Doodle
![Notebook.png](/w/images/9/95/Notebook.png) | Empty Notebook | 0.5  | 10  | Base.Notebook
![Notebook.png](/w/images/9/95/Notebook.png) | Journal | 0.1  | 20  | Base.Journal
![Paper.png](/w/images/b/b2/Paper.png) | Sheet of Paper | 0.1  | 1  | Base.SheetPaper2

## See also

  * Crafting
  * Knox Country
  * Moodles
  * Skills

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened

Literature