    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about farming skill. For fertilizers and seeds, seeGardening. For gardening tools, see Tools._

![](/w/images/thumb/c/c3/Spiffo_Farming.png/300px-Spiffo_Farming.png)

Spiffo enjoys being self-sustainable.

**Farming** is one of the skills, added to Project Zomboid in RC2.9, allowing
the player to sow seeds and create a sustainable way to gather food. Farming
is also influenced by the seasons system, meaning crops will yield more in
summer than in winter.

### Farming skill benefits

Increasing the farming skill provides additional information about the crop
status when the crop info is viewed (right-click -> Info).

At skill level 0, the player cannot discern much useful information about the
crop they just planted, and rookie farmers have to rely on visual cues about
the plant status.

Farming level | Benefit
---|---
1 |
2 | Current growth phase shows the name. Crop health becomes color coded.
3 |
4 | Water level becomes color coded and shows a bar graphic. Disease (if present) shows the name. Hovering the mouse cursor over the crop shows the water level.
5 | Current growth phase shows the number/7. Health shows a number/100. The water level shows a number/100 including mouse cursor.
6 | Disease (if present) shows a number/100.
7 |
8 | Next growth phase shown in number of hours.
9 |
10 |

### Increasing farming skill

_You only gain farming skill XP when the player successfully harvests a crop
they planted._ No other actions (watering, checking, digging, or planting)
give any farming XP.

Farming experience is gained based upon the crop's health divided by 2, +25 if
the crop is in good condition, -15 if it's in bad condition, up to a maximum
of 100 XP.

_**From CFarmingSystem.lua (Project Zomboid
directory/media/lua/client/Farming/):**_

    -- add xp, depending on the health of the plant
    function CFarmingSystem:gainXp(player, luaObject)
    	local xp = luaObject.health / 2
    	if luaObject.badCare == true then
    		xp = xp - 15
    	else
    		xp = xp + 25
    	end
    	if xp > 100 then
    		xp = 100
    	elseif xp < 0 then
    		xp = 0
    	end
    	player:getXp():AddXP(Perks.Farming, xp)
    end

## Farming guide

![](/w/images/3/3b/Tomato_Crop_Row.png)

The crop growth stages of Tomato plants

### Why farm?

No matter how good you are at scavenging, eventually all the food on the map
will be exhausted. Once the power fails, a significant portion of the usable
food will rot and become inedible. You cannot continue to survive without
finding new, sustainable sources of food. Currently, in Project Zomboid, you
have four options: 1) Farming, 2) Fishing, 3) Foraging, and, 4) Trapping. Of
these, farming requires the most work, but also appears to give the most
rewards. Combining your harvested crops with fish or trapped animals can make
significant meals that will replenish hunger, thirst, and unhappiness
simultaneously.

### Step 1: character creation

This step can often be skipped, however choosing the right occupation and
traits can rapidly increase the rate at which it takes to level up the farming
skill. There is only one of each occupation and trait that will help with
farming. The farmer occupation will give the player 3 farming skill levels,
but it will also give an experience boost to that skill. This bonus _cannot_
be gained after the character is created. This is the same for every major
skill.

**Starting skill level and experience boost**

    Level 0 - 25% (Default for all skills)
    Level 1 - 75%
    Level 2 - 100%
    Level 3+ - 125%

Therefore, the farmer occupation will give a major advantage if the player
wishes to live their life on a farm.

**Occupations**

Name  | Starting points  | Major skills  | Description  | Notes
---|---|---|---|---
![Farmer](/w/images/6/6c/Profession_farmer2.png) Farmer | 2  | +3 Farming  | Can make Mildew Spray and Insecticide Spray.  | Usually not the obvious choice when creating a new character, but picking this occupation will certainly make farming more rewarding.

**Traits**

Name  | Cost  | Description  | Notes
---|---|---|---
![Gardener](/w/images/6/67/Trait_gardener.png) Gardener | -4  | +1 Farming  | Able to make the Mildew Spray and Insecticide Spray without reading _The Farming Magazine_.

### Step 2: collecting materials

To start farming at all, you will need:

  1. A tool with Dig Plow tag.
  2. Seeds (the more seeds and the larger the variety the better).
  3. Something that can hold water.

Additional items that will help to sustain a farm over long periods are:

  * NPK Fertilizer
  * Rain Collector Barrel
  * Walls
  * Composter
  * Sack
  * Gardening Spray Can x2
  * Cigarettes
  * Milk

### Step 3: preparing your garden

#### Choose a good location for your farm

  * Zombies can trample your crops. This will damage or kill them.
    * Players can safely walk over crops without trampling them.
  * You must plant in a place where zombies can't get to them while still allowing sunlight in.
    * One option is to build walls around the area you will plant in.
    * Another option is to plant on top of a second story where zombies cannot access easily.

#### Moving dirt (optional)

  1. To move dirt to your chosen location, you need to have a shovel and sacks.
  2. Equip the shovel in both hands
  3. Put the sacks in your main inventory.
  4. Right-click on an area with dirt (grass is a safe bet, but there is only one layer of usable dirt per tile)
  5. Click "Take some dirt -> Sack." Each sack can hold four (4) tiles of dirt.
  6. Right-click on the tile you want to drop the dirt on.
  7. Click "Spill dirt -> Dirt bag."

Repeat until you have enough tiles for the amount of crops you want to plant.

Note: You may want to put space between your farming plots to prevent the
spread of disease. See more about disease below. Alternatively, you can treat
diseases before they spread, without the need for spacing

#### Preparing the dirt tiles

  1. Make sure the plowing tool is in the main inventory.
  2. Right click on a nearby section of land, and then select "Dig".
  3. A patch of dirt with three furrows should appear.

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![Plowed land.png](/w/images/5/5d/Plowed_land.png)
Plowed Land | One of:
![TZ GardenTrowel.png](/w/images/thumb/7/76/TZ_GardenTrowel.png/16px-
TZ_GardenTrowel.png) Trowel ×1
![GardeningFork.png](/w/images/thumb/a/a1/GardeningFork.png/16px-
GardeningFork.png) Hand Fork ×1
![Pitchfork.png](/w/images/thumb/1/1c/Pitchfork.png/16px-Pitchfork.png) Garden
Fork ×1
![Hoe.png](/w/images/thumb/8/87/Hoe.png/16px-Hoe.png) Garden Hoe ×1
![Shovel.png](/w/images/thumb/7/77/Shovel.png/16px-Shovel.png) Shovel ×1
![Shovel2.png](/w/images/thumb/b/ba/Shovel2.png/16px-Shovel2.png) Shovel ×1
![SnowShovel.png](/w/images/thumb/3/3b/SnowShovel.png/16px-SnowShovel.png)
Snow Shovel ×1
Each of:
![Gras land.png](/w/images/thumb/2/29/Gras_land.png/32px-Gras_land.png) Grass ×1 | _none_ | _none_ | _none_ | _none_

### Step 4: planting crops

#### Seed packets

If you found seed packets, you will need to open them. This will give you the
loose seeds that you will plant.

  1. Put a Seed Packet in your main inventory.
  2. Right click on the seed packet and select "Open Packet of…"
  3. Make sure your loose seeds are in your **main** inventory

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png)
Broccoli Seeds ×50 | ![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png)
Cabbage Seeds ×50 | ![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png)
Carrot Seeds ×50 | ![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png)
Potato Seeds ×50 | ![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png)
Radish Seeds ×50 | ![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png)
Strawberry Seeds ×50 | ![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png)
Tomato Seeds ×50 | ![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds Packet ×1 | _none_ | _none_ | _none_ | _none_

#### Planting seeds

  1. Verify you have some sort of water in your inventory to water your seeds with. You will generally need 50+ units of water per tile.
  2. Right click on a tile you've tilled (a tile with three furrows).
  3. Click "Sow Seed -> <Crop Name>"
  4. Right click on the newly planted seeds and select "Info." Leave this window open to the side so you can see how well watered your crops are.
  5. Immediately water the crop by right-clicking and choosing "Water -> <Number>". It is recommended to water all crops with at least 50 units of water. Alternatively, players can sow fresh seeds while it is already raining.
  6. Continue watering in 5-10 unit increments until the crop info box says, "Well Watered."

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![Broccoli CropB.png](/w/images/4/41/Broccoli_CropB.png)
Broccoli (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds ×6
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×70 unit(s) | _none_ | _none_ | _none_ | _none_

![Cabbage CropB.png](/w/images/e/ea/Cabbage_CropB.png)
Cabbages | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png)
Cabbage Seeds ×9
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_

![Carrot CropB.png](/w/images/4/41/Carrot_CropB.png)
Carrots (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds ×12
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_

![Potato CropB.png](/w/images/3/37/Potato_CropB.png)
Potatoes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds ×4
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×65 unit(s) | _none_ | _none_ | _none_ | _none_

![Radish CropB.png](/w/images/0/0a/Radish_CropB.png)
Radishes | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds ×6
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_

![Strawberry CropB.png](/w/images/2/2f/Strawberry_CropB.png)
Strawberry plant | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry
Seeds ×12
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×85 unit(s) | _none_ | _none_ | _none_ | _none_

![Tomato CropB.png](/w/images/thumb/4/4a/Tomato_CropB.png/37px-
Tomato_CropB.png)
Tomato (crop) | ![Plowed land.png](/w/images/thumb/5/5d/Plowed_land.png/32px-Plowed_land.png) Plowed Land ×1
![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds ×4
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×75 unit(s) | _none_ | _none_ | _none_ | _none_

### Step 5: growing crops

#### Watering

Remember to keep your crops in the "Well Watered" state. You will need to
check them at least once per day, unless it is raining. A watering can will
speed up this process significantly.

If you're low on water, you will have to hope that it rains often enough to
keep your crops watered. Placing Rain Collector Barrels around your garden to
collect rain will be necessary to make sure you don't lose a harvest of crops
and starve. Place them near your garden so you don't have to walk far to fill
up your watering can. If you haven't got a high enough carpentry skill, a
variety of water storage containers have a _rain factor_ , which allows them
to be filled when placed in the rain.

#### Growing time

Crops will take different lengths of time to grow depending on what seeds are
planted. The growing phases in the game are divided into 7. The current
phase's numerical value is visible from farming level 5 onwards. Crops can be
harvested in growing phase 6 or 7, except for Strawberries and Tomatoes, which
can only be harvested in phase 7. Seeds are only acquired when harvesting a
crop in phase 7. Once a crop reaches phase 7, the next phase is actually
"rotten", with the hours remaining visible in the info window with sufficient
farming skill level. See the table below for estimates on this duration.

Broccoli, cabbage, carrots, and radishes share the same progress through basic
stages of growth:

  * Seedling (Phases 1 to 2)
  * Young (Phases 3 to 5)
  * Ready to Harvest (Phase 6)
  * Seed-bearing (Phase 7)

Potatoes and Strawberries differ slightly through their stages:

  * Seedling (Phases 1 to 2)
  * Young (Phases 3 to 5)
  * Blooming (Phase 6)
  * Seed-bearing (Phase 7)

Tomatoes also have different stages:

  * Seedling (Phases 1 to 2)
  * Young (Phases 3 to 6)
  * Seed-bearing (Phase 7)

#### Crop specifications

Crop  | Minimum water  | Maximum water  | Average days until harvest  | Additional days for seeds  | Required seeds  | Days to rot
---|---|---|---|---|---|---
Carrots | 35 | 85 | 10 | 2 | 12 | 10
Broccoli | 70 | - | 23 | 5 | 6 | 10
Radish | 45 | 85 | 12 | 3 | 6 | 9
Strawberries | 85 | - | 28 | 5 | 12 | 10
Tomato | 75 | - | 24 | N/A | 4 | 10
Potato | 65 | - | 20 | 4 | 4 | 2
Cabbage | 85 | - | 10 | 2 | 9 | 2

**NOTE** : Strawberries when harvested go back to stage 2 instead of being
removed.

**NOTE** : Carrots and radishes need more water to start out: carrots min 80
in phase 1 and 70 in phase 2, radishes min 70 in phase 1.

The growing time per phase is configured as follows:

Carrots: 50-55h

Broccoli: 103-117h

Radishes: 56-62h

Strawberry: 103-131h

Tomatoes: 89-103h

Potatoes: 89-103h

Cabbage: 46-52h

#### Fertilizer

Fertilizing your crops will help them grow more quickly. If you use NPK
Fertilizer ![TZ IndieStoneNPK.png](/w/images/4/42/TZ_IndieStoneNPK.png), it
will remove 20 hours off the current growth cycle of the plant. If there are
less than 20 hours remaining on that growth cycle, it will immediately proceed
to the next level and the extra hours will be lost. Generally, fertilizer is
hard to come by for the large farms needed to sustain yourself, so it should
only be used in an emergency to speed plant growth when food is getting
scarce. Using too much fertilizer on a plant will kill it (4 or 5 uses).

You can make your own fertilizer as long as you have level 2 of carpentry and
some rotten food. You'll need to build a composter. Once you have built it you
can place perishable food that has gone rotten inside, usually it takes 2
weeks to get some fertilizer, you'll need a sack to get the fertilizer, and
then you can use it on your plants.

## Threats to crops

![](/w/images/3/38/Crops_Broken.png)

Trampled crops

### Zombies

  * Your immediate problem is the constant threat of zombies. Zombies can trample your crops and force your hard work (and water) into waste. Keep zombies away from your crops.
  * Players can safely walk over crops without trampling them.
  * Try to plant in a secure location and always check for zombies in your crops before turning your back to the crops.
  * Crawlers (the zombies that crawl on the ground rather than walk around) may go unseen in almost-fully grown crops.
  * Growing crops on patches with zombie blood causes the seedlings to become instantly "sickly".

### Plant diseases

  * There are currently three diseases in Project Zomboid: 1) Mildew, 2) Insects, and 3) Devil's Water Fungi (DWF)
  * These diseases will slow the growth of your plants, possibly kill them, and/or cause them to produce a smaller harvest than normal.
  * You can combat mildew and insects with a spray.
  * Devil's Water Fungi cannot be eliminated with a spray. In order to cure it, the plant must be dehydrated below 90% of the Minimum Water level. For example, a Potato plant requires at least 65 units of water. 90% of 65 is 58, rounded down. That is, 65 × 0.9 = 58. Therefore, your Potato plant must be below 58 units of water for Devil's Water Fungi to begin to cure. It will cure at a rate of 2 points for every interval the plant consumes water (default is 5 hours). Depending on the growth stage of the plant, if you choose not to build a shelter over the plant to avoid rain, it may be best to dig up the plant and start over. Or harvest it if it's ready, as DWF can spread to other plants.

Plants can be afflicted by the diseases listed above, and diseases can jump
from plant to plant within a 1 tile radius (including diagonals). Strawberries
have been reported to be particularly susceptible to disease. The best
solutions to keeping disease to a minimum are to treat all infestations as
soon as they appear. Furthermore, to either grow strawberries in an area that
is totally separate from your other plants (preferably enclosed within walls
and a door), or not to grow strawberries at all.

#### Plant disease problems

  * _Mildew_ causes your plants to mature more slowly than they would normally.
  * _Insects_ cause a growing plant to consume more water. Affected plants will need considerably more water and attention than healthy plants.
  * **Devil's Water Fungi (DWF)** is arguably the biggest danger to your garden since it causes plants that are harvested to give smaller yields than healthy plants. The only cure is to dehydrate the diseased plant by keeping it below 10% of the Minimum Water required for that plant type. DWF regularly occurs on plants that have been infected with either Mildew or Pest Flies for some time, so keep those two diseases under control and it should keep DWF to a minimum. Unless a plant is very close to harvesting, it is usually worth removing plants affected with DWF as soon as possible since the biggest threat is that of DWF spreading to your other plants.

#### Making plant disease cures

Either the gardening trait, farmer profession or have read The Farming
Magazine are needed to craft these items. Once a cure is depleted, an empty
spray can is available again.

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png)
Insecticide Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×3 unit(s)
![IckySticks.png](/w/images/7/71/IckySticks.png) Cigarettes ×5 | _none_ |
![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png)
Farmer occupation
(or)
![MagazineFish.png](/w/images/1/1c/MagazineFish.png)
The Farming Magazine | _none_ | _none_

![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png)
Mildew Spray | ![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can (Empty) ×1
![Milk.png](/w/images/9/92/Milk.png) Milk ×1 | _none_ |
![Profession farmer2.png](/w/images/6/6c/Profession_farmer2.png)
Farmer occupation
(or)
![MagazineFish.png](/w/images/1/1c/MagazineFish.png)
The Farming Magazine | _none_ | _none_

Note: Even rotten milk can be used to make Mildew Spray.

### Plant health

When you sow seeds to grow crops, a plant's starting health is determined by
your farming skill. The higher your skill, the higher the starting health. The
health, as denoted as a percentage, increases slowly over time, unless
affected by disease or inappropriate water levels. Currently, radishes and
carrots have a maximum water level and thus can be overwatered, causing them
to lose health. Thus, it is recommended to grow these crops in an
indoors/roofed farm area, so that rain doesn't cause them to lose health from
overwatering.

The health of a plant determines the size of the yield upon harvest. Seeds are
given to the character when a plant is harvested during its seed-bearing
phase; this is the last phase of a plant's life, and appears after the plant
can be harvested solely for food.

Health levels from least to highest are: Healthy, Flourishing, Verdant,
Thriving (not a complete list)

Water levels from driest to wettest are: Parched, Dry, Thirsty, Fine, Well
watered

## Farm equipment

### Seed packets

Item  | Description
---|---
![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) Broccoli Seeds | A packet of seeds opened to obtain 50 broccoli seeds.
![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) Cabbage Seeds | A packet of seeds opened to obtain 50 cabbage seeds.
![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) Carrot Seeds | A packet of seeds opened to obtain 50 carrot seeds.
![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) Radish Seeds | A packet of seeds opened to obtain 50 radish seeds.
![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) Strawberry Seeds | A packet of seeds opened to obtain 50 strawberry seeds.
![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) Tomato Seeds | A packet of seeds opened to obtain 50 tomato seeds.
![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) Potato Seeds | A packet of seeds opened to obtain 50 potato seeds.

### Seeds

Item  | Description
---|---
![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) Broccoli Seeds | Some seeds that are used to grow and harvest broccoli at the cost of the character's water supply.
![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) Cabbage Seeds | Some seeds that are used to grow and harvest cabbage at the cost of the character's water supply.
![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) Carrot Seeds | Some seeds that are used to grow and harvest carrots at the cost of the character's water supply.
![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) Radish Seeds | Some seeds that are used to grow and harvest radish at the cost of the character's water supply.
![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) Strawberry Seeds | Some seeds that are used to grow and harvest strawberries at the cost of the character's water supply.
![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) Tomato Seeds | Some seeds that are used to grow and harvest tomatoes at the cost of the character's water supply.
![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) Potato Seeds | Some seeds that are used to grow and harvest potatoes at the cost of the character's water supply.

### Farm tools

Item  | Description
---|---
![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) Gardening Spray Can | A can that can hold water. It is used to water the crops.
![TZ WateringCan.png](/w/images/b/bf/TZ_WateringCan.png) Watering Can | A container that can hold water. It can also be used to water the crops.
![TZ GardenTrowel.png](/w/images/7/76/TZ_GardenTrowel.png) Trowel | A small metal shovel. It is used to till the soil.

## See also

  * Carpentry
  * Foraging
  * Fishing
  * Crafting

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

Farming


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

##

Electronics

ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle
maintenanceMaterialElectronicsGardeningPlush toysJunk

* * *

**Electronics** are items that contribute to or benefit from the Electrical
skill, are categorized in game as 'Electrical', or are otherwise related to
electronics.

### Power sources

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![Battery.png](/w/images/6/6d/Battery.png) | Battery | 0.1  | Base.Battery
![Generator.png](/w/images/c/c2/Generator.png) | Generator | 40  | Base.Generator

### Components

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![Amplifier.png](/w/images/3/3c/Amplifier.png) | Amplifier | 0.3  | Base.Amplifier
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) | Crafted Timer | 0.5  | Base.TimerCrafted
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) | Crafted Trigger | 0.2  | Base.TriggerCrafted
![ElectricWire.png](/w/images/a/a7/ElectricWire.png) | Electric Wire | 0.1  | Base.ElectricWire
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Scrap Electronics | 0.1  | Base.ElectronicsScrap
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) | Motion Sensor | 0.1  | Base.MotionSensor
![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) | Radio Receiver | 0.1  | Base.RadioReceiver
![RadioTransmitter.png](/w/images/4/46/RadioTransmitter.png) | Radio Transmitter | 0.1  | Base.RadioTransmitter
![Receiver.png](/w/images/b/bc/Receiver.png) | Receiver | 0.1  | Base.Receiver
![ScannerChip.png](/w/images/e/e1/ScannerChip.png) | Scanner Module | 0.1  | Radio.ScannerModule
![V1 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V1 Remote Controller | 0.4  | Base.RemoteCraftedV1
![V2 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V2 Remote Controller | 0.4  | Base.RemoteCraftedV2
![V3 Remote Controller](/w/images/c/cc/RemoteCrafted.png) | V3 Remote Controller | 0.4  | Base.RemoteCraftedV3

### Appliances

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about small appliances. For tile-size appliances, seeappliances._
Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Dismantle  | Item ID
---|---|---|---|---
![CordlessPhone.png](/w/images/7/75/CordlessPhone.png) | Cordless Phone | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CordlessPhone
![Earbuds.png](/w/images/0/0f/Earbuds.png) | Earbuds | 0.1  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Earbuds
![Headphones.png](/w/images/0/0f/Headphones.png) | Headphones | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Headphones
![HomeAlarm.png](/w/images/0/0d/HomeAlarm.png) | Home Alarm | 0.1  | ![MotionSensor.png](/w/images/a/a2/MotionSensor.png) | Base.HomeAlarm
![Speaker.png](/w/images/a/a8/Speaker.png) | Speaker | 1.5  | ![Amplifier.png](/w/images/3/3c/Amplifier.png) | Base.Speaker
![Timer.png](/w/images/b/bf/Timer.png) | Timer | 0.1  | \-  | Base.Timer
![Remote.png](/w/images/a/a3/Remote.png) | TV Remote | 0.2  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Remote
![CDplayer.png](/w/images/9/99/CDplayer.png) | ValuTech PortaDisc | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png)x2 | Base.CDplayer
![VideoGame.png](/w/images/7/7a/VideoGame.png) | Video Game | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.VideoGame
![DigitalWatch Black.png](/w/images/2/24/DigitalWatch_Black.png) | Digital Watch | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | See IDs
![Disposable Camera](/w/images/3/3e/CameraDisposable.png) | Disposable Camera | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CameraDisposable
![Camera.png](/w/images/8/80/Camera.png) | Camera | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.Camera
![High-end Camera](/w/images/b/b5/CameraExpensive.png) | High-end Camera | 0.3  | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) | Base.CameraExpensive

  * Digital watches are categorized as "Accessory" and all variants are listed in clothing.
  * The Disposable Camera, Camera and High-end Camera are all labelled as junk. However, they can all be dismantled for electronic scrap and electrical experience.

### Light bulbs

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![LightBulb.png](/w/images/b/b0/LightBulb.png) | Light Bulb | 0.1  | Base.LightBulb
![Red Light Bulb](/w/images/5/55/LightBulbRed.png) | Red Light Bulb | 0.1  | Base.LightBulbRed
![Green Light Bulb](/w/images/4/49/LightBulbGreen.png) | Green Light Bulb | 0.1  | Base.LightBulbGreen
![Blue Light Bulb](/w/images/3/3a/LightBulbBlue.png) | Blue Light Bulb | 0.1  | Base.LightBulbBlue
![Yellow Light Bulb](/w/images/3/3b/LightBulbYellow.png) | Yellow Light Bulb | 0.1  | Base.LightBulbYellow
![Cyan Light Bulb](/w/images/4/4b/LightBulbCyan.png) | Cyan Light Bulb | 0.1  | Base.LightBulbCyan
![Magenta Light Bulb](/w/images/1/1b/LightBulbMagenta.png) | Magenta Light Bulb | 0.1  | Base.LightBulbMagenta
![Orange Light Bulb](/w/images/9/97/LightBulbOrange.png) | Orange Light Bulb | 0.1  | Base.LightBulbOrange
![Purple Light Bulb](/w/images/3/32/LightBulbPurple.png) | Purple Light Bulb | 0.1  | Base.LightBulbPurple
![Pink Light Bulb](/w/images/4/45/LightBulbPink.png) | Pink Light Bulb | 0.1  | Base.LightBulbPink

## See also

  * Alarm Clock
  * Car Battery
  * Communications
  * Electricity
  * Electrical skill

  *[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

Electronics


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

This article may need more content.Editors are encouraged to add new material to the page while expanding upon current topics.

This article may be outdated.Editors are encouraged to update this article with new information.

![](/w/images/thumb/a/a6/General-debuggers.png/300px-General-debuggers.png)

General debuggers option in debug mode.

**Debug mode** is a modified game state in Project Zomboid. In this mode, the
player has access to multiple developer tools which can spawn items, enable
various cheats, teleport the player to any destination, and more.

## Enabling

![](/w/images/thumb/9/9f/Steam_debug_mode_general_launch_options.png/300px-
Steam_debug_mode_general_launch_options.png)

Entering `-debug` in the Steam's launch options.

To enable the debug mode, hold `LShift` while the game is booting. (Windows
only).

For a more permanent option, add `-debug` to the game startup parameters,
prior to booting the game.

**Debug mode will not launch with mods enabled**. All the mods in the mods tab
has to be disabled first (mods for individual saves can stay) and then close
the game and launch debug mode.

Then, there should be a box near the top of the screen that says "break on
error" deselect it, and you can re-enable any mods you wish to play
with.[verify]

## Debug scenario

![](/w/images/thumb/f/f6/Debug-scenario.png/200px-Debug-scenario.png)

A list of debug scenarios at main menu.

A list of debug scenarios can be found on the main menu, double-clicking will
start the game in a predefined scenario.

Custom scenarios can be made by editing:

    "DebugScenario.lua"

in the file folder:

    "ProjectZomboid\media\lua\client\DebugUIs\Scenarios"

Or creating a new scenario.

## Debug menu

![](/w/images/thumb/4/46/Debug-menu.png/150px-Debug-menu.png)

The debug menu.

The debug menu is a user interface allowing the player to view/manipulate the
game state.

When in a game, a gray bug icon on the left of the HUD will appear when in
debug mode. Clicking this, will make it red and display the debug menu.

    ![Debug Icon Off.png](/w/images/0/06/Debug_Icon_Off.png) _Debug menu icon._
    ![Debug Icon On.png](/w/images/0/03/Debug_Icon_On.png) _Debug menu open icon._

### Main

#### General debuggers

##### Game

This option shows all general game options.

General Game Options  Option  | Description  | Variables
---|---|---
GameSpeed  | Adjust the game speed by moving the slider. Clicking the left and right arrows will increase/decrease the game speed by 0.1 increment at a time, or 1.0 if holding the sprint key (`LShift` by default). This value can range from 1 to 1000, with 0.1 increments.  | default=1
fast-forward=5
fast-fast-forward=20
wait=40
Get the choppah!  | Spawns the helicopter event.  | (button)
Remove the choppah!  | Spawns the helicopter event.  | (button)
Disable radio/tv broadcasting  | Disables radio and television broadcasts.  | boolean
Disable media line registering  |  | boolean

##### Moodles and Body

Player Stats and Body  Option  | Description  | Variables
---|---|---
Hunger  | Slider that affects the hunger moodle, increases to 1 naturally.  | min=0
max=1
Thirst  | Slider that affects the thirst moodle, increases to 1 naturally.  | min=0
max=1
Fatigue  | Slider that affects the tired moodle, increases to 1 naturally.  | min=0
max=1
Endurance  | Slider that affects the endurance moodle, increases to 1 naturally.  | min=0
max=1
Fitness  | Slider that affects the fitness skill. This is a dynamic skill that will increase and decrease depending on the player's actions in 0.2 increments (per level).  | min=-1
max=1
Drunkenness  | Slider that affects the drunk moodle, decreases to 0 naturally. A full bottle of alcohol adds 0.41. A higher value will increase the fatigue moodle at a much higher rate.  | min=0
max=100
Anger  | Slider that affects the angry moodle, decreases to 0 naturally.  | min=0
max=1
Fear  | Slider that affects an unknown naturally static value.  | min=0
max=1
Pain  | Slider that affects the pain moodle, decreases to 0 naturally. _Cannot be adjusted manually_ | min=0
max=100
Panic  | Slider that affects the panic moodle, decreases to 0 naturally.  | min=0
max=100
Morale  | Slider that decreases to 0 naturally when stress is above 0.5. When stress is below 0.5, morale will instantly become 1.0.  | min=0
max=1
Stress  | Slider that affects the stress moodle, decreases to 0 naturally.  | min=0
max=1
StressFromCigarettes  | Slider that affects the stress moodle from cigarettes.  | min=0
max=0.51
TimeSinceLastSmoke  | Slider that affects time since last cigarette was smoked.  | min=0
max=10
BoredomLevel  | Slider that affects the bored moodle, decreases to 0 naturally.  | min=0
max=100
UnhappynessLevel (sic!) | Slider that affects the unhapiness.  | min=0
max=100
Sanity  | Slider that can be adjusted when the BoredomLevel is above 50.  | min=0
max=1
Wetness  | Slider that affects the wet moodle, decreases to 0 naturally.  | min=0
max=100
Temperature  | Slider that affects the player's body temperature, affecting the hyperthermia and hypothermia moodles, decreases to 0 naturally.  | min=20
max=40
ColdDamageStage (hypo 4)  | Slider that determines how much damage the player will take when the hypoermia moodle is at level 4.  | min=0
max=1
OverallBodyHealth  | Slider that affects the player's overall health.  | min=0
max=100
CatchAColdStrength  | Slider that affects the cold moodles, increaes to 100 naturally when above 1.0.  | min=0
max=100
Sickness  | Slider that determines the sick moodle. Adjusts with InfectionLevel and FakeInfectionLevel _Cannot be adjusted manually_ | min=0
max=1
InfectionLevel  | Slider that affects the player's progress towards zombification, increasing rate of damage taken.  | min=0
max=100
FakeInfectionLevel  | Slider that affects the player's sickness, naturally occurs with the hypochondriac trait.  | min=0
max=100
FoodSicknessLevel  | Slider that affects the player's sickness, naturally occurs after eating bad food.  | min=0
max=100
Calories  | Slider that affects the player's calories.  | min=-2200
max=3700
Weight  | Slider that affects the player's weight.  | min=35
max=130
IsInfected  | Checkbox that determines whether the player has the zombie infection.  | boolean
IsFakeInfected  | Checkbox that determines whether the player should have zombie infection symptoms without being infected.  | boolean
IsOnFire  | Checkbox that determines whether the player is on fire.  | boolean
Ghost  | Checkbox that determines whether the zombies can see the player, and zombies can be seen regardless of visibility.  | boolean
God Mode  | Checkbox that determines whether the player is in god mode. Gives the player invincibility, i.e., takes no damage, max hunger, thirst, etc.  | boolean
Invisible  | Checkbox that determines whether the player is in invisible.  | boolean

##### Blood

##### SearchMode

#### Cheats

Option  | Description  | Variables
---|---|---
Build Cheat  | Checkbox that determines whether all buildables in the metalwork and carpentry menus can be instantly built without the need of a skill or tool.  | boolean
Health Panel Cheat  | Checkbox that determines whether the debug options inside the health panel are available.  | boolean
Moveable Cheat  | Checkbox that determines whether all moveables can be instantly moved/rotated without the need of a skill or tool.  | boolean
Mechanics Cheat  | Checkbox that determines whether the debug options inside the mechanics menu are available.  | boolean

#### Climate debuggers

![](/w/images/thumb/f/f3/Climate-control.png/200px-Climate-control.png)

The climate control panel

##### FX panel

This is opened by selecting "Other debuggers", then "WeatherFX Panel". Here
you can play around with various values such as fog intensity, precipitation
levels and precipitation type. Please note that to play around with these you
will need to disable the ‘Climate’ manager or the simulated daily climate will
overrule your changes.

_Please also note that fog enabled through this method is for testing fog
masking around buildings, and won’t look as good/varied as the fog generated
by the virtual climate system – as it won’t take into account color or
desaturation._

##### Climate view panels

The debug climate control and climate values panels can be accessed by
selecting "Other debuggers", then "Weather plotter" and "Daily values"
respectively. These panels provide a stockmarket-type graph of the
current/recent weather over hours (H1), days (D1) and months (M1)

To see what values are running under the bonnet use the legend/panel on the
right, and values turned on will be green. The climate values panel,
meanwhile, displays additional info about seasons, cloud cover, etc.

These panels are overall for the provision of information, but that said when
you toggle "airMass" on, when it crosses the 0 middle line you will see
weather generated when airmass switches from hot/cold.

##### Thunder panel

This panel can be opened by selecting "Other debuggers", then "Thunderbug",
but is only useful if there is a storm active. A geographical indication of
where the storm is over the PZ map can be seen, as well as lightning
locations.

#### Player's Stats

![Player-stats.png](/w/images/thumb/9/97/Player-stats.png/200px-Player-
stats.png)

Access to player traits and skills interface.

#### Items List

![Items-list-viewer.png](/w/images/thumb/c/c2/Items-list-viewer.png/200px-
Items-list-viewer.png)

Allows the spawning of any item in-game to the player's inventory.

### Dev

#### isoRegions

![](/w/images/thumb/9/9e/IsoRegionDebug.png/200px-IsoRegionDebug.png)

The IsoRegions panel

This will display all buildings (including player-made) and can be used to
detect when buildings are fully closed off from the PZ map – and as such will
allow fog/precipitation to surround structures, but not appear within them.
PLEASE NOTE: this is a real performance hog, so may well slow down the game
when turned on.

#### Zombie Population

![Zombie-population.png](/w/images/thumb/1/14/Zombie-population.png/200px-
Zombie-population.png)

Shows all zombies as red dots on a map.

#### Stash debuggers

![Stash-debug-ui.png](/w/images/thumb/7/7f/Stash-debug-ui.png/150px-Stash-
debug-ui.png)

Allows the debugging of "annotated map" house stashes.

#### Anim monitor

#### Zomboid Radio

#### Animation Viewer

#### Attachment Editor

#### Chunk Debugger

#### Global Objects

#### Map Editor

#### Vehicle Editor

#### World Flares

#### Statistic

#### GlobalModData

## Contextual menus

There are new contextual menus availble in the debug mode available from right
click menu.

### Main

### UIs

### Objects

Availble only when clicking some tiles.

### Zombies

### Brush Tool Manager

### Copy tile

This option allows to copy and then paste a tile that is right clicked. There
is a submenu to select tile, handy if multiple tiles are present in the spot.
A tile ID is also shown.

### Destroy tile

This option allows to destroy a tile that is right clicked, similar to the
sledgehammer, except it works on any kind of tiles. There is a submenu to
select tile, handy if multiple tiles are present in the spot. A tile ID is
also shown.

### Item

#### Edit Item

#### Destroy Item

Allows to destroy item permanently, similar to trash cans.

## Map options

## Command console

Also known as **Lua Console** in options.

## Lua Debugger

The **Lua Debugger** can be accessed by pressing `F11` by default (which can
be rebound in options); breaking into debugger at the next available Lua entry
point. A list of all loaded Lua files are displayed on the right, with the
currently selected file above the list. The line highlighted green is the
entry point to the debugger, allowing for quick in-game debugging.

### Map Debugger

The map debugger is opened by clicking the "Map" button at the top. The player
can teleport to the location of the cursor, by pressing `T`. There is no
prompt to inform the user of the teleport; after closing the debugger, the
player will have teleported.

### Options

Within the Lua Debugger menu there is an **options** menu with a long drop
down, you can select from a variety of sources to help you find further
information about your current session. Be careful with these options because
some of them might cause your client to freeze and continuously crash upon
launch. If this happens you can set the offending option to false in
C:\Users\Username\Zomboid\debug-options.init.

### DebugLog

### Errors

### Current Coroutine

### Lua file browser

### Watch Window

### Lua Files

You can use the in-game Lua file browser to search for the .lua file you're
modifying and select it where it will be updated in the above window. If you
make changes to the file, you can hit the "reload file" button and it will
attempt to apply the changes you made in-game, though this is often an
unreliable way to test recently updated code.

## Trivia

Glitches

  * I'm getting sick of these Zomboid cars | Project Zomboid Multiplayer \- Major glitch when driving.
  * We Found the MOST CURSED Dog Mod in Project Zomboid \- Dog opens doors by itself, but when it jumps over a fence, it is majorly and hilariously glitched.

## Gallery

  * ![Cemetery parking lot with a glitch. Ranger vehicle is on the fence](/w/images/thumb/3/3a/Chapel_parking_lot_bug_where_car_is_on_gate_riverside_church.png/120px-Chapel_parking_lot_bug_where_car_is_on_gate_riverside_church.png)

Cemetery parking lot with a glitch. Ranger vehicle is on the fence

  * ![Finding items in debug mode Military Research Facility](/w/images/thumb/b/b5/Modding_finding_items_mod_mods_military_base_0.png/120px-Modding_finding_items_mod_mods_military_base_0.png)

Finding items in debug mode Military Research Facility

  * ![Modding finding items mod mods military base.png](/w/images/thumb/9/9c/Modding_finding_items_mod_mods_military_base.png/120px-Modding_finding_items_mod_mods_military_base.png)

  * ![Modding finding items mod mods military base 3.png](/w/images/thumb/e/ea/Modding_finding_items_mod_mods_military_base_3.png/120px-Modding_finding_items_mod_mods_military_base_3.png)

  * ![Modding finding items mod mods military base 4.png](/w/images/thumb/2/25/Modding_finding_items_mod_mods_military_base_4.png/120px-Modding_finding_items_mod_mods_military_base_4.png)

  * ![Modding finding items mod mods military base 5.png](/w/images/thumb/e/ec/Modding_finding_items_mod_mods_military_base_5.png/120px-Modding_finding_items_mod_mods_military_base_5.png)

  * ![Modding finding items mod mods military base 6.png](/w/images/thumb/6/67/Modding_finding_items_mod_mods_military_base_6.png/120px-Modding_finding_items_mod_mods_military_base_6.png)

ModdingShow / Hide

General

Debug mode • Installing mods • Mod problems solution • Startup parameters •
Translations

Tools

CartoZed • ItemZedOutdated • TileZed • TranslationZedOutdated • WordZed •
WorldEd

Modding

Decompiling game code • File formats • Folders structure • Game time • How to
make a clothing mod • Item tags • Lua • Lua Events • Lua Functions • Lua
Objects • Mod structure • Procedural distributions • Scripts guide • Testing
mods in multiplayer • Using mods

Mapping

Adding new tiles • List of Tiledefs in use by mods • Room definitions and item
spawns • Tile properties • Vehicle zones

Mods

Autotsar Tuning Atelier • Greenfire • Hydrocraft • Silent Hill Mod (Russian)

  *[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

Debug mode


Spoiler warning!The following containsunhidden spoilerspertaining to the story ofProject Zomboid. Proceed at your own risk.

![](/w/images/thumb/6/6f/Raleigh-Map-North-Carolina.jpg/300px-Raleigh-Map-
North-Carolina.jpg)

Map of Raleigh, North Carolina

The **Raleigh Outbreak** was a fictional outbreak that occurred in Project
Zomboid's timeline, it is frequently mentioned on WBLN News and can be heard
on the occasional Home VHS tapes. The outbreak was responsible for the
dismissal of Doctor Jeff Galbraithe, Chief Scientist at the Center for Disease
Control, who would later criticize the CDC during the beginning of the Knox
Event.

The Raleigh Outbreak might have only affected live stock, creating the
impression of a similar disease that was common amongst Americans at the time,
mad cow disease (1980s-1990s), which can cause humans to get Creutzfeldt-Jakob
disease, slowly deteriorating their nervous system, cognitive decline and
physical inability, slightly similar to the Knox Infection. As seen on WBLN
news, we are able to see a concerned person talking about their wife, CDC
response and how it only affects lifestock (even though the person mentioned
that their wife had died because of it. Again, could just be a mutation of
mad-cow disease and the human-caused Creutzfeldt-Jakob disease).

Within Project Zomboid, KnoxTalk Radio mentions the Knox Infection's
similarity to Mad Cow Disease, spread by Spiffo's burgers, possibly confirming
that the Raleigh Infection was due to the Spiffo Corporation's influence
within the area, especially due to it being the founding city of Spiffo's.

## Origin

The Raleigh Outbreak _may_ have been accidentally made/spread by Spiffo's, as
heard on the Secrets of Spiffo's Special Sauce Home VHS, considering the name,
it is safe to say Spiffo Corporation is responsible for this. Keep a note that
this is when Spiffo has become international, being within the boundaries of
the former Soviet Union, England, and China.

Below is a transcript from the Home VHS mentioned.

    And yet the Spiffo's Corporation has a secret it just won't tell anyone
    A key ingredient in each of its burgers.
    Spiffo's Special Sauce.
    Just what exactly are the components of this sauce?
    if they're safe, then why keep the recipe a secret?
    And is there any truth to the rumor that the sauce was changed...
    ...just before the UK's BSE crisis began?
    Perhaps the Spiffo' servers should be asking...
    Do you want LIES with that?

There is also a Home VHS tape that also mentions the Raleigh Outbreak (does
not actually involve the name, although is given a new name, the EVNA virus.),
'Shows'. Here is an extract.

    ...where Richard Gershwin is on the scene.
    The flesh-eating ENVA infection is moving like wildfire.
    Hospitals are on lockdown.
    Panic in the streets, zero response from the promised military intervention.
    Fifty new cases confirmed yesterday
    The blame of the finger is being pointed squarely at...
    ...government laboratories situated here in the Triangle area.
    The Center for Disease Control has scientific...
    Three. Seven. ...Eight. Nine. Two. Eight. Zero. Nine. ...Eight.

## See also

  * Home VHS: Shows
  * Secrets of Spiffo's Special Sauce
  * WBLN News
  * NNR Radio

  *[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

Raleigh Outbreak


< Crafting

Metalworking

CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper

* * *

**Metalworking** recipes involve crafting with metal, whether it be crafting
items, or constructing buildings and furniture.

## Crafting gear

### Tools

![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch | ![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
---|---

### Magazines

Magazine  | Recipe(s)
---|---
![The Metalwork Magazine Vol.1](/w/images/8/8d/MagazineWelding1.png)
_The Metalwork Magazine Vol.1_ | Make Metal Walls
Make Metal Roof
![The Metalwork Magazine Vol.2](/w/images/6/6d/MagazineWelding2.png)
_The Metalwork Magazine Vol.2_ | Make Metal Containers
![The Metalwork Magazine Vol.3](/w/images/6/61/MagazineWelding3.png)
_The Metalwork Magazine Vol.3_ | Make Metal Fences
![The Metalwork Magazine Vol.4](/w/images/6/61/MagazineWelding3.png)
_The Metalwork Magazine Vol.4_ | Make Metal Sheet
Make Small Metal Sheet

## Recipes

### Items

#### General

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![MetalTube.png](/w/images/b/bc/MetalTube.png)
Metal Pipe | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×40 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| _none_ | _none_ | 2.5 Metalworking

![MetalBar.png](/w/images/6/6c/MetalBar.png)
Metal Bar | ![MetalBits.png](/w/images/d/df/MetalBits.png) Workable Iron ×10 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 2  | _none_ | 2.5 Metalworking

![SheetMetal.png](/w/images/d/db/SheetMetal.png)
Metal Sheet | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 4
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking

![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png)
Small Metal Sheet ×3 | ![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 4
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.4 | _none_ | 6.25 Metalworking

![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch | ![PropaneTank.png](/w/images/5/50/PropaneTank.png) Propane Tank ×1
![BlowTorch.png](/w/images/2/23/BlowTorch.png) Propane Torch ×1 | _none_ | _none_ | _none_ | _none_

### Construction

#### Barricade

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![MetalSheetBarricade
Metalwork.png](/w/images/thumb/b/ba/MetalSheetBarricade_Metalwork.png/64px-
MetalSheetBarricade_Metalwork.png)
Barricade (Metal Sheet) | One of:
![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px-
WoodenDoor_Carpentry.gif) Door ×1
![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px-
Window_Carpentry.gif) Window ×1
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| _none_ | _none_ | 1.5 Metalworking

![MetalBarBarricade
Metalwork.png](/w/images/thumb/c/c2/MetalBarBarricade_Metalwork.png/64px-
MetalBarBarricade_Metalwork.png)
Barricade (Metal Bars) | One of:
![WoodenDoor Carpentry.gif](/w/images/thumb/c/cd/WoodenDoor_Carpentry.gif/8px-
WoodenDoor_Carpentry.gif) Door ×1
![Window Carpentry.gif](/w/images/thumb/f/f9/Window_Carpentry.gif/4px-
Window_Carpentry.gif) Window ×1
![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| _none_ | _none_ | 1.5 Metalworking

#### Walls & fencing

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![MetalWallFrame
Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/32px-
MetalWallFrame_Metalwork.png)
Metal Wall Frame | ![MetalBar.png](/w/images/6/6c/MetalBar.png) Metal Bar ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 3
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 5 Metalworking

![MetalWall1
Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/32px-
MetalWall1_Metalwork.png)
Metal Wall Lvl 1 | One of:
![WoodenWallFrame
Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px-
WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1
![MetalWallFrame
Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px-
MetalWallFrame_Metalwork.png) Metal Wall Frame ×1
Each of:
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
10 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 2
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking

![MetalWall2
Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px-
MetalWall2_Metalwork.png)
Metal Wall Lvl 2 | One of:
![WoodenWallFrame
Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px-
WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1
![MetalWallFrame
Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px-
MetalWallFrame_Metalwork.png) Metal Wall Frame ×1
Each of:
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
10 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 8
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking

![MetalWall2
Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px-
MetalWall2_Metalwork.png)
Metal Wall Lvl 2 | ![MetalWall1 Metalwork.png](/w/images/thumb/e/e9/MetalWall1_Metalwork.png/16px-MetalWall1_Metalwork.png) Metal Wall Lvl 1 ×1
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
3 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 8
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking

![MetalWall2
Metalwork.png](/w/images/thumb/2/2f/MetalWall2_Metalwork.png/32px-
MetalWall2_Metalwork.png)
Metal Window Lvl 2 | One of:
![WoodenWallFrame
Carpentry.png](/w/images/thumb/3/31/WoodenWallFrame_Carpentry.png/8px-
WoodenWallFrame_Carpentry.png) Wooden Wall Frame ×1
![MetalWallFrame
Metalwork.png](/w/images/thumb/a/a8/MetalWallFrame_Metalwork.png/8px-
MetalWallFrame_Metalwork.png) Metal Wall Frame ×1
Each of:
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
10 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 8
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 7.5 Metalworking

![MetalWindow2
Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px-
MetalWindow2_Metalwork.png)
Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×4 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
10 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 8
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking

![MetalWindow2
Metalwork.png](/w/images/thumb/1/13/MetalWindow2_Metalwork.png/32px-
MetalWindow2_Metalwork.png)
Metal Window Lvl 2 | ![MetalWindow1 Metalwork.png](/w/images/thumb/0/02/MetalWindow1_Metalwork.png/16px-MetalWindow1_Metalwork.png) Metal Window Lvl 1 ×1
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
3 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 8
(and)
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 3.75 Metalworking

![MetalFence
Metalwork.png](/w/images/thumb/5/5e/MetalFence_Metalwork.png/64px-
MetalFence_Metalwork.png)
Metal Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×1
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×2
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 3
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking

![PoleFence Metalwork.png](/w/images/thumb/e/e9/PoleFence_Metalwork.png/64px-
PoleFence_Metalwork.png)
Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 3
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking

![WiredFence
Metalwork.png](/w/images/thumb/f/f5/WiredFence_Metalwork.png/64px-
WiredFence_Metalwork.png)
Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1
![Wire.png](/w/images/7/77/Wire.png) Wire ×1 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 4
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 3.75 Metalworking

![BigPoleFence
Metalwork.png](/w/images/thumb/4/45/BigPoleFence_Metalwork.png/32px-
BigPoleFence_Metalwork.png)
Big Pole Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 7
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking

![BigWiredFence
Metalwork.png](/w/images/thumb/7/76/BigWiredFence_Metalwork.png/32px-
BigWiredFence_Metalwork.png)
Big Wired Fence | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4
![Wire.png](/w/images/7/77/Wire.png) Wire ×3 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 5
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 5 Metalworking

#### Doors & gates

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![PoleFenceGate
Metalwork.png](/w/images/thumb/5/5d/PoleFenceGate_Metalwork.png/64px-
PoleFenceGate_Metalwork.png)
Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
| Metalworking 4
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking

![BigPoleFenceGate
Metalwork.png](/w/images/thumb/0/0e/BigPoleFenceGate_Metalwork.png/32px-
BigPoleFenceGate_Metalwork.png)
Big Pole Fence Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×5
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 7
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking

![BigDoublePoleGate
Metalwork.png](/w/images/thumb/0/0e/BigDoublePoleGate_Metalwork.png/64px-
BigDoublePoleGate_Metalwork.png)
Big Double Pole Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×10
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 8
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking

![BigDoubleWiredGate
Metalwork.png](/w/images/thumb/d/d0/BigDoubleWiredGate_Metalwork.png/64px-
BigDoubleWiredGate_Metalwork.png)
Big Double Wired Gate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×2
![Wire.png](/w/images/7/77/Wire.png) Wire ×4 unit(s) | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 7
(and)
![MagazineWelding3.png](/w/images/6/61/MagazineWelding3.png)
The Metalwork Magazine Vol.3 | _none_ | 6.25 Metalworking

#### Floor & roof

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![MetalRoof Metalwork.png](/w/images/thumb/0/08/MetalRoof_Metalwork.png/64px-
MetalRoof_Metalwork.png)
Metal Roof | ![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet ×1
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
1 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
|
![MagazineWelding1.png](/w/images/8/8d/MagazineWelding1.png)
The Metalwork Magazine Vol.1 | _none_ | 1.25 Metalworking

#### Furniture

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![MetalShelves
Metalwork.png](/w/images/thumb/8/81/MetalShelves_Metalwork.png/64px-
MetalShelves_Metalwork.png)
Metal Shelves | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×1
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) |
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking

![MetalCrate.png](/w/images/thumb/5/53/MetalCrate.png/60px-MetalCrate.png)
Metal Crate | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2
![SheetMetal.png](/w/images/d/db/SheetMetal.png) Metal Sheet ×1
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×1
![ScrapMetal.png](/w/images/4/46/ScrapMetal.png) Scrap Metal ×1 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 4
(and)
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking

![MetalCounter.png](/w/images/thumb/d/d7/MetalCounter.png/55px-
MetalCounter.png)
Metal Counter | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 5
(and)
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking

![MetalCounterCorner
Metalwork.png](/w/images/thumb/3/30/MetalCounterCorner_Metalwork.png/64px-
MetalCounterCorner_Metalwork.png)
Metal Counter Corner | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×2
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 5
(and)
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 5 Metalworking

![LockerSmall.png](/w/images/thumb/4/47/LockerSmall.png/39px-LockerSmall.png)
Small Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×3
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
2 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 6
(and)
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 6.25 Metalworking

![LockerYellow.png](/w/images/thumb/a/a5/LockerYellow.png/29px-
LockerYellow.png)
Big Locker | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×8
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png) Small Metal Sheet
×4
![Doorhinge.png](/w/images/5/54/Doorhinge.png) Door Hinge ×2 | ![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch
3 unit(s) (and)
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask
(and)
![WeldingRods.png](/w/images/d/d5/WeldingRods.png)
Welding Rods
1 unit(s) | Metalworking 9
(and)
![MagazineWelding2.png](/w/images/6/6d/MagazineWelding2.png)
The Metalwork Magazine Vol.2 | _none_ | 7.5 Metalworking
  *[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

Metalworking (crafting)


General

CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper

* * *

These are **general** crafting recipes that don't belong to a specific
category.

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![GunpowderJar.png](/w/images/e/e9/GunpowderJar.png)
Gunpowder | One of:
![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png)
.38 Special Round ×1
![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png)
.44 Magnum Round ×1
![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png)
.45 Auto Round ×1
![40calAmmoBox.png](/w/images/thumb/1/19/40calAmmoBox.png/16px-40calAmmoBox.png)
9mm Round ×1
![RifleAmmo308loose.png](/w/images/thumb/4/4b/RifleAmmo308loose.png/16px-
RifleAmmo308loose.png) 5.56mm Round ×1
![RifleAmmo308loose.png](/w/images/thumb/4/4b/RifleAmmo308loose.png/16px-
RifleAmmo308loose.png) .308 Round ×1
![RifleAmmo223loose.png](/w/images/thumb/e/ee/RifleAmmo223loose.png/16px-
RifleAmmo223loose.png) .223 Round ×1
![ShotgunAmmo.png](/w/images/thumb/5/54/ShotgunAmmo.png/16px-ShotgunAmmo.png) Shotgun Shells ×1 | _none_ | _none_ | _none_ | _none_

![Flashlight.png](/w/images/4/4d/Flashlight.png)
Flashlight | ![Flashlight.png](/w/images/4/4d/Flashlight.png) Flashlight ×1
![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_

![Battery.png](/w/images/6/6d/Battery.png)
Battery | One of:
![Flashlight.png](/w/images/thumb/4/4d/Flashlight.png/16px-Flashlight.png)
Flashlight ×1
![Flashlight2.png](/w/images/thumb/1/12/Flashlight2.png/16px-Flashlight2.png)
Hand Torch ×1
![Rubberducky.png](/w/images/thumb/5/56/Rubberducky.png/16px-Rubberducky.png) Rubber Duck ×1 | _none_ | _none_ | _none_ | _none_

![CandleLit.png](/w/images/6/60/CandleLit.png)
Candle | One of:
![Lighter.png](/w/images/thumb/c/c4/Lighter.png/16px-Lighter.png) Lighter ×1
![Matches.png](/w/images/thumb/a/aa/Matches.png/16px-Matches.png) Matches ×1
Each of:
![Candle.png](/w/images/3/30/Candle.png) Candle ×1 | _none_ | _none_ | _none_ | _none_

![Rag.png](/w/images/3/34/Rag.png)
Ripped Sheets | One of:
![TshirtGeneric.png](/w/images/thumb/9/92/TshirtGeneric.png/16px-
TshirtGeneric.png) Clothing (cotton) ×1
![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 | _none_ | _none_ | _none_ | 0.25 Tailoring

![SheetRope.png](/w/images/0/0e/SheetRope.png)
Sheet Rope | One of:
![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1
![Vest White.png](/w/images/thumb/6/66/Vest_White.png/16px-Vest_White.png) Clothing (cotton) ×1 | _none_ | _none_ | _none_ | _none_

![Molotov.png](/w/images/5/5b/Molotov.png)
Molotov Cocktail | One of:
![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1
![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag
×1
Each of:
![WhiskeyFull.png](/w/images/f/f5/WhiskeyFull.png) Bourbon ×1 | _none_ | _none_ | _none_ | _none_

![Molotov.png](/w/images/5/5b/Molotov.png)
Molotov Cocktail | One of:
![WhiskeyEmpty.png](/w/images/thumb/c/c9/WhiskeyEmpty.png/16px-
WhiskeyEmpty.png) Empty Bottle (disambiguation) ×1
![WineEmpty.png](/w/images/thumb/f/fa/WineEmpty.png/16px-WineEmpty.png) Empty
Bottle (disambiguation) ×1
![Wine2Empty.png](/w/images/thumb/1/15/Wine2Empty.png/16px-Wine2Empty.png)
Empty Bottle (disambiguation) ×1
One of:
![Rag.png](/w/images/thumb/3/34/Rag.png/16px-Rag.png) Ripped Sheets ×1
![RagDirty.png](/w/images/thumb/8/84/RagDirty.png/16px-RagDirty.png) Dirty Rag ×1 | ![Petrol.png](/w/images/9/97/Petrol.png)
Gas Can
| _none_ | _none_ | _none_

![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png)
9mm Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of 9mm Rounds ×1 | _none_ | _none_ | _none_ | _none_

![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)
Box of 9mm Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) 9mm Round ×30 | _none_ | _none_ | _none_ | _none_

![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png)
Shotgun Shells ×24 | ![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png) Box of Shotgun Shells ×1 | _none_ | _none_ | _none_ | _none_

![ShotgunAmmoBox.png](/w/images/0/06/ShotgunAmmoBox.png)
Box of Shotgun Shells | ![ShotgunAmmo.png](/w/images/5/54/ShotgunAmmo.png) Shotgun Shells ×24 | _none_ | _none_ | _none_ | _none_

![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png)
.223 Round ×40 | ![RifleAmmo223.png](/w/images/6/67/RifleAmmo223.png) Box of .223 Rounds ×1 | _none_ | _none_ | _none_ | _none_

![RifleAmmo223.png](/w/images/6/67/RifleAmmo223.png)
Box of .223 Rounds | ![RifleAmmo223loose.png](/w/images/e/ee/RifleAmmo223loose.png) .223 Round ×40 | _none_ | _none_ | _none_ | _none_

![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png)
.308 Round ×40 | ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of .308 Rounds ×1 | _none_ | _none_ | _none_ | _none_

![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png)
Box of .308 Rounds | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) .308 Round ×40 | _none_ | _none_ | _none_ | _none_

![Nails.png](/w/images/5/50/Nails.png)
Nails ×100 | ![NailsBox.png](/w/images/e/e4/NailsBox.png) Box of Nails ×1 | _none_ | _none_ | _none_ | _none_

![NailsBox.png](/w/images/e/e4/NailsBox.png)
Box of Nails | ![Nails.png](/w/images/5/50/Nails.png) Nails ×100 | _none_ | _none_ | _none_ | _none_

![Screws.png](/w/images/c/ce/Screws.png)
Screws ×100 | ![ScrewsBox.png](/w/images/1/10/ScrewsBox.png) Box of Screws ×1 | _none_ | _none_ | _none_ | _none_

![ScrewsBox.png](/w/images/1/10/ScrewsBox.png)
Box of Screws | ![Screws.png](/w/images/c/ce/Screws.png) Screws ×100 | _none_ | _none_ | _none_ | _none_

![Paperclip.png](/w/images/3/35/Paperclip.png)
Paperclip ×40 | ![PaperclipBox.png](/w/images/f/f1/PaperclipBox.png) Box of Paperclips ×1 | _none_ | _none_ | _none_ | _none_

![PaperclipBox.png](/w/images/f/f1/PaperclipBox.png)
Box of Paperclips | ![Paperclip.png](/w/images/3/35/Paperclip.png) Paperclip ×40 | _none_ | _none_ | _none_ | _none_

![JarEmpty2.png](/w/images/c/c4/JarEmpty2.png)
Empty Jar ×6 | ![JarBox.png](/w/images/0/08/JarBox.png) Box of Jars ×1 | _none_ | _none_ | _none_ | _none_

![Vest White.png](/w/images/6/66/Vest_White.png)
Clothing (clean) | One of:
![Soap.png](/w/images/thumb/6/65/Soap.png/16px-Soap.png) Soap ×1 unit(s)
![CleaningLiquid.png](/w/images/thumb/6/64/CleaningLiquid.png/16px-
CleaningLiquid.png) Cleaning Liquid ×1
Each of:
![Vest White.png](/w/images/6/66/Vest_White.png) Clothing ×1
![WaterDrop.png](/w/images/d/d5/WaterDrop.png) Water ×3 unit(s) | _none_ | _none_ | _none_ | _none_

![Umbrella White.png](/w/images/f/f8/Umbrella_White.png)
Umbrella | ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Closed Umbrella ×1 | _none_ | _none_ | _none_ | _none_

![Umbrella White.png](/w/images/f/f8/Umbrella_White.png)
Closed Umbrella | ![Umbrella White.png](/w/images/f/f8/Umbrella_White.png) Umbrella ×1 | _none_ | _none_ | _none_ | _none_

![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png)
Notched Wooden Plank | One of:
![Screwdriver.png](/w/images/thumb/1/1d/Screwdriver.png/16px-Screwdriver.png)
Screwdriver ×1
![KnifeChopping.png](/w/images/thumb/9/9e/KnifeChopping.png/16px-
KnifeChopping.png) Kitchen Knife ×1
![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png)
Butter Knife ×1
![KnifeButter.png](/w/images/thumb/2/2e/KnifeButter.png/16px-KnifeButter.png)
Bread Knife ×1
![HuntingKnife.png](/w/images/thumb/0/04/HuntingKnife.png/16px-
HuntingKnife.png) Hunting Knife ×1
![RockSharpened.png](/w/images/thumb/7/7d/RockSharpened.png/16px-
RockSharpened.png) Chipped Stone ×1
![KnifeFlint.png](/w/images/thumb/d/da/KnifeFlint.png/16px-KnifeFlint.png)
Stone Knife ×1
One of:
![Plank.png](/w/images/thumb/0/0d/Plank.png/16px-Plank.png) Plank ×1
![Logs.png](/w/images/thumb/2/2d/Logs.png/16px-Logs.png) Log ×1 | _none_ | _none_ | _none_ | _none_

![Candle.png](/w/images/3/30/Candle.png)
Candle | ![CandleLit.png](/w/images/6/60/CandleLit.png) Lit Candle ×1 | _none_ | _none_ | _none_ | _none_

![Rubberducky.png](/w/images/5/56/Rubberducky.png)
Rubber Duck | ![Rubberducky.png](/w/images/5/56/Rubberducky.png) Rubber Duck ×1
![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_

![Flashlight2.png](/w/images/1/12/Flashlight2.png)
Hand Torch | ![Flashlight2.png](/w/images/1/12/Flashlight2.png) Hand Torch ×1
![Battery.png](/w/images/6/6d/Battery.png) Battery ×1 | _none_ | _none_ | _none_ | _none_

![NewspaperHat.png](/w/images/b/b2/NewspaperHat.png)
Newspaper Hat | ![Newspaper.png](/w/images/4/4f/Newspaper.png) Newspaper ×1 | _none_ | _none_ | _none_ | _none_

![FoilHat.png](/w/images/4/47/FoilHat.png)
Tin Foil Hat | ![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×1 | _none_ | _none_ | _none_ | _none_

![TZ WoodenStick.png](/w/images/c/ca/TZ_WoodenStick.png)
Sturdy Stick ×8 | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×1 |
![Handsaw.png](/w/images/4/46/Handsaw.png)
Saw (tag) | _none_ | _none_ | _none_

![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png)
.38 Special Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .38 Special Rounds ×1 | _none_ | _none_ | _none_ | _none_

![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)
Box of .38 Special Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .38 Special Round ×30 | _none_ | _none_ | _none_ | _none_

![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png)
.44 Magnum Round ×12 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .44 Magnum Rounds ×1 | _none_ | _none_ | _none_ | _none_

![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)
Box of .44 Magnum Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .44 Magnum Round ×12 | _none_ | _none_ | _none_ | _none_

![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png)
.45 Auto Round ×30 | ![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png) Box of .45 Auto Rounds ×1 | _none_ | _none_ | _none_ | _none_

![HandgunAmmoBox.png](/w/images/d/de/HandgunAmmoBox.png)
Box of .45 Auto Rounds | ![40calAmmoBox.png](/w/images/1/19/40calAmmoBox.png) .45 Auto Round ×30 | _none_ | _none_ | _none_ | _none_

![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png)
5.56 Round ×60 | ![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png) Box of 5.56 Rounds ×1 | _none_ | _none_ | _none_ | _none_

![RifleAmmo308.png](/w/images/6/67/RifleAmmo308.png)
Box of 5.56 Rounds | ![RifleAmmo308loose.png](/w/images/4/4b/RifleAmmo308loose.png) 5.56 Round ×60 | _none_ | _none_ | _none_ | _none_

![Rag.png](/w/images/3/34/Rag.png)
Ripped Sheets | One of:
![TshirtGeneric.png](/w/images/thumb/9/92/TshirtGeneric.png/16px-
TshirtGeneric.png) Clothing (cotton) ×1
![Sheet.png](/w/images/thumb/d/d2/Sheet.png/16px-Sheet.png) Sheet ×1 | _none_ | _none_ | _none_ | 0.25 Tailoring

![DenimStrips.png](/w/images/9/99/DenimStrips.png)
Denim Strips | ![ShirtDenimBlue.png](/w/images/9/96/ShirtDenimBlue.png) Clothing (Denim) ×1 | ![Scissors.png](/w/images/9/92/Scissors.png)
Scissors
| _none_ | _none_ | _none_

![LeatherStrips.png](/w/images/a/a6/LeatherStrips.png)
Leather Strips | ![JacketBlack.png](/w/images/3/37/JacketBlack.png) Clothing (Leather) ×1 | ![Scissors.png](/w/images/9/92/Scissors.png)
Scissors
| _none_ | _none_ | _none_

![Shotgun.png](/w/images/6/61/Shotgun.png)
Sawed-off JS-2000 Shotgun | ![Shotgun2.png](/w/images/4/4b/Shotgun2.png) JS-2000 Shotgun ×1 |
![Handsaw.png](/w/images/4/46/Handsaw.png)
Saw (tag) | _none_ | _none_ | _none_

![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png)
Sawed-off Double Barrel Shotgun | ![ShotgunDoublebarrel.png](/w/images/8/80/ShotgunDoublebarrel.png) Double Barrel Shotgun ×1 |
![Handsaw.png](/w/images/4/46/Handsaw.png)
Saw (tag) | _none_ | _none_ | _none_

![BrokenBottle.png](/w/images/0/00/BrokenBottle.png)
Smashed Bottle | One of:
![WineEmpty.png](/w/images/thumb/f/fa/WineEmpty.png/16px-WineEmpty.png) Empty
Bottle (disambiguation) ×1
![Wine2Empty.png](/w/images/thumb/1/15/Wine2Empty.png/16px-Wine2Empty.png)
Empty Bottle (disambiguation) ×1
![WhiskeyEmpty.png](/w/images/thumb/c/c9/WhiskeyEmpty.png/16px-
WhiskeyEmpty.png) Empty Bottle (disambiguation) ×1
![BeerBottle.png](/w/images/thumb/3/3d/BeerBottle.png/16px-BeerBottle.png) Empty Bottle (disambiguation) ×1 | _none_ | _none_ | _none_ | _none_
  *[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

General (crafting)


**Fire** is a damaging mechanic in Project Zomboid, that can be created via
various means.

## Starting fires with weapons/appliances

Fires can be started either by using an incendiary weapon such as a Molotov
Cocktail, or by leaving a heat source on for too long. Fire will attract
zombies to the location of the flames. The fire will burn down structures and
will burn zombies/survivors to death. If the fire touches a wall or any other
flammable structure, the structure may eventually burn down depending upon its
composition; a brick, stone, or metal wall may catch fire and be damaged but
go out on its own, whilst a wooden building is far more likely to be burned to
ashes. The presence of rain or fog may also influence ongoing fires.

## Starting fires using tool

Fires can be starting as long as the following requirements are met.

**Requirements**

  1. A place to start a fire (such as a campfire or grill)
  2. Tinder (such as rags, twigs, books, magazines)
  3. Fuel (just about any wooden item)
  4. A tool to start a fire (such as a lighter, lit candle, matches, or drill plank)

Start by right-clicking anything that a fire can be started in and select add
fuel from the context drop down menu, each fuel item will show much burn time
it will add to the fire. Next, select start fire and select your tool / tinder
source (**note** drill planks require sturdy sticks and can be only be used on
campfires, while the option to use drill planks is available on grills nothing
will happen if the option is selected). Items can then be added to the fire
using the icon on the inventory screen.

Generally, zombies take slightly longer to kill with fire than a survivor, but
are not immune to it. More importantly, as it creates a lot of light and
sound, fire will attract zombies; as such it can be used to create a
(potentially expensive) distraction by igniting a building, or by setting fire
to a group of zombies themselves. If players are able to avoid detection, the
zombies should huddle up around each other as they burn, whilst occasionally
attracting more to their mass, leading to a shambling clump of burning undead
– and, ultimately, a pile of charred remains.

Once the fire is set, it is very likely that the fire will start spreading and
will do so if there is something to spread on. The fire can spread to
survivors, zombies, and structures, which in turn look for even more things to
spread across. Once the fire has nothing to spread across for a few dozen in-
game minutes, the fire will eventually die out.

In the event the player catches on fire, running (preferably out in the rain)
will eventually extinguish the player. Fires can also be put out using the
right mouse button and clicking extinguish. To fight a small fire, a container
of water can be used, while an extinguisher should be used to combat larger
fires. Even with these tools, it is recommended to choose a campfire location
away from anything that may spread a fire, in case a routine cookout goes out
of control. Always remember to turn off/extinguish a heat source once you are
done using it.

Currently, cars are immune to fire, so sitting in it and driving into fire
will not damage the player or the car at all.

Fire system is due to be revamped – it was originally planned for build 41,
but was delayed, probably to build 42.

## Items

### Fire lighters

Icon  | Name  | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function  | Item ID
---|---|---|---|---
![Lighter.png](/w/images/c/c4/Lighter.png) | Lighter | 0.1  | 0.4  | Base.Lighter
![Matches.png](/w/images/a/aa/Matches.png) | Matches | 0.1  | 0.4  | Base.Matches
![TZ PerforatedWoodenPlank.png](/w/images/b/be/TZ_PerforatedWoodenPlank.png) | Notched Wooden Plank | 0.5  | 0.4  | Base.PercedWood

### Weapons

Icon  | Name  | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function  | Item ID
---|---|---|---|---
![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) | Aerosol Bomb | 1.5  | 0.4  | Base.Aerosolbomb
![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) | Fire Bomb | 1.5  | 0.4  | Base.BottleWithGas
![Molotov.png](/w/images/5/5b/Molotov.png) | Molotov Cocktail | 1.5  | 0.4  | Base.Molotov
![PipeBomb.png](/w/images/1/1b/PipeBomb.png) | Pipe Bomb | 1.5  | 0.4  | Base.PipeBomb

## Furniture

Icon  | Name  | ![Weight](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Function  | Item ID
---|---|---|---|---
![Generator.png](/w/images/c/c2/Generator.png) | Generator | 40  | 0.4  | Base.Generator
![Oven.png](/w/images/thumb/4/46/Oven.png/32px-Oven.png) | Heat source | 20  | 0.4  | Movables.Moveable
![Campfire.png](/w/images/thumb/0/01/Campfire.png/32px-Campfire.png) | Campfire | 2  | 0.4  | farming.CampfireKit

## Gallery

  * ![Fire re-added back in Build 0.2.0r RC2.9. The scorching flames spread as they engulf zombies eating the dying character](/w/images/thumb/3/30/Fire.png/120px-Fire.png)

Fire re-added back in Build 0.2.0r RC2.9. The scorching flames spread as they
engulf zombies eating the dying character

  *[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

Fire