    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the crafting skill. For a general guide to vehicles, seeVehicles._

![You won't beat Spiffo in a race…](/w/images/9/9f/DrivingSpiffo.png)

**Mechanics** is a crafting skill allowing the player to repair and modify
various parts of vehicles.

## Overview

The **Mechanics** skill is used to uninstall and reinstall vehicle parts.
Skill can be gained by _both_ succeeding and failing to repair various parts
in the mechanics menu of a vehicle. In order to access this menu, walk up to
the hood of any vehicle and press `E`. As their skill level increases, the
player can swap out and repair more parts without the possibility of failing
and damaging them in the process. Some parts are not repairable, and can only
be swapped out with higher condition ones. Most parts also require certain
tools in order to remove them.

## Character creation options

During character creation, choosing an occupation and traits will not only
provide the player with some skill levels in Mechanics, but it will also give
an experience boost to that skill depending on the starting level. This bonus
cannot be gained after the character is created, making this an important step
in maximizing skill point gain.
**Starting Skill Level and Experience Boost**

    Level 0 — 25% (default for all skills)
    Level 1 — +75% (100%)
    Level 2 — +100% (125%)
    Level 3+ — +125% (150%)

#### Occupations

Name  | Starting points  | Major skills  | Description
---|---|---|---
![Profession mechanic.png](/w/images/7/70/Profession_mechanic.png) Mechanic | -4  | +3 Mechanics  | Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky.

#### Traits

Name  | Cost  | Description  | Notes
---|---|---|---
![Amateur Mechanic](/w/images/2/24/Trait_mechanics.png) Amateur Mechanic | -5  | +1 Mechanics  | Has a detailed knowledge of common and commercial vehicle models, and repairs.

## Required tools and materials

Almost all parts require a specific tool in order to be uninstalled from or
installed onto a vehicle. Some parts can also be repaired using certain
materials.

Item | Description | Classname
---|---|---
![CarJack.png](/w/images/e/e2/CarJack.png)
Jack | Used to remove tires, allowing access to brakes and suspension. | Base.Jack
![LugWrench.png](/w/images/a/ad/LugWrench.png)
Lug Wrench | Used to remove tires, allowing access to brakes and suspension. | Base.LugWrench
![TirePump.png](/w/images/1/14/TirePump.png)
Tire Pump | Used to inflate tires | Base.TirePump
![Spanner.png](/w/images/7/7c/Wrench.png)
Wrench | Used to remove large parts: hoods, trunk lids, doors. | Base.Spanner
![Smallscrewdriver.png](/w/images/a/ae/Smallscrewdriver.png)
Screwdriver | Used to remove small parts: batteries, windows, radios. | Base.Screwdriver
![BlowTorch.png](/w/images/2/23/BlowTorch.png)
Propane Torch | Used to repair various parts, such as the Hood, Gas Tank, and Trunk Lid. | Base.BlowTorch
![WeldingMask.png](/w/images/8/86/WeldingMask.png)
Welder Mask | Required to use the Propane Torch. | Base.WeldingMask
![SheetMetal.png](/w/images/d/db/SheetMetal.png)
Metal Sheet | Used with a Propane Torch to repair certain parts, such as the Hood, Gas Tank, and Trunk Lid. | Base.SheetMetal
![MetalSheetSmall.png](/w/images/1/14/MetalSheetSmall.png)
Small Metal Sheet | Used with a Propane Torch to repair certain parts, such as the Hood, Gas Tank, and Trunk Lid. | Base.SmallSheetMetal
![Glue.png](/w/images/d/d4/Glue.png)
Glue | Used to repair Car Seats. | Base.Glue
![DuctTape.png](/w/images/9/93/DuctTape.png)
Duct Tape | Used to repair Car Seats. | Base.DuctTape

## Gaining skill

### Recipe magazines

In order to work on any vehicles at all, the player must first read the recipe
magazine that corresponds to the vehicle type. There are three of them.

  * ![MagazineMechanic1.png](/w/images/b/b6/MagazineMechanic1.png) Laines Auto Manual \- allows the player to work on _standard_ vehicles.
  * ![MagazineMechanic2.png](/w/images/7/7a/MagazineMechanic2.png) Laines Auto Manual \- allows the player to work on _heavy-duty_ vehicles.
  * ![MagazineMechanic3.png](/w/images/0/0a/MagazineMechanic3.png) Laines Auto Manual \- allows the player to work on _sport_ vehicles.

If the player picked _Mechanic_ as their occupation, this step can be skipped.
If they picked the _Amateur Mechanic_ trait, they will still need to read the
sport magazine, but not the other two.

### Skill books

To maximize XP gain, it is highly recommended to read the Mechanics skill
books first. They can be mainly found in book shops, libraries, and schools,
though houses might also have a few.

  * ![Book11.png](/w/images/9/9e/Book11.png) Mechanics vol. 1 (Levels 1-2)
  * ![Book11.png](/w/images/9/9e/Book11.png) Mechanics vol. 2 (Levels 3-4)
  * ![Book11.png](/w/images/9/9e/Book11.png) Mechanics vol. 3 (Levels 5-6)
  * ![Book11.png](/w/images/9/9e/Book11.png) Mechanics vol. 4 (Levels 7-8)
  * ![Book11.png](/w/images/9/9e/Book11.png) Mechanics vol. 5 (Levels 9-10)

### Scrapping unwanted vehicles

The best way to level the Mechanics skill at lower skill levels is to find a
sacrificial vehicle to train on. It is highly recommended to work on junk
vehicles first, as the player's lack of initial skill will often result in
severely damaging most of the vehicle's parts in the process of training their
skills. Wrecking yards are great places to find junk vehicles to work on.

To begin working on a vehicle, simply walk up to the hood and press `E` to
open the mechanics menu. (Shown below)

![VehicleMechanics.png](/w/images/b/b7/VehicleMechanics.png)

The player can click on each part in order to get more detailed information
about it, which is displayed in the top right corner of the menu. They can
also right click to install or uninstall parts, as long as they have the
correct tool(s). While most parts require a certain level in Mechanics to be
removed safely, the player can still attempt to remove them at lower skill
levels with a chance to succeed and a chance to fail. Failing always give
0.25XP. The amount of XP gained for succeeding in installing or uninstalling a
part corresponds to the difficulty. The higher the level required or the lower
the chance to succeed, the higher the XP. However reinstalling parts has a
cooldown. Parts that don't require any mechanics level will give the same XP
as failing to remove a part that does. Failing to remove a part does not
remove the XP gain for successfully removing it after numerous tries.

XP can only be gained by removing, installing and repairing the same part on
the same vehicle, once every 24 hours. For example, if the player removes and
reinstalls a radio on a vehicle, they won't gain any more XP from doing that
on the same vehicle for 24 hours. This essentially means that the best way to
level up Mechanics is to have multiple sacrificial training vehicles based on
much time the player wants to dedicate to increasing their mechanics skill,
and then strip them of all parts and reattach them once each day. Failing
always gives XP, but less than succeeding.

## Maintaining vehicles

### Installing, replacing, and repairing parts

Once the player has trained their skills on junk vehicles enough to work on a
vehicle that they want to use, they can open the mechanics menu to swap out
and repair parts as needed. In order to install a part, it must be in the
player's main inventory, (not a bag) in an accessible container nearby, or on
the floor.

Some parts can also be repaired, and some will also require the player to
remove them from the vehicle first before they can be repaired. Some parts are
not repairable and can only be obtained by looting mechanic shops or salvaging
them from other vehicles.

**Shown below is a table that represents the requirements for repairing and
replacing vehicle parts.** If there are multiple ways to repair a part, each
one is written as method a), b), c) and so on. Each item is required from each
marking. For example, everything beginning with "a)" is required for method
"a)".

Part | Tool | Recipe | Item | Skill
---|---|---|---|---
![CarSeat.png](/w/images/9/99/CarSeat.png)
Seat | Screwdriver | Laines Auto Manual - Standard Models | **Repair:**
a) Glue
b) Duct Tape
**Replace:**
Seat | Mechanics 2
![Radio.png](/w/images/3/31/Radio.png)
Radio | Screwdriver | None required | Radio | None required
![CarGastank.png](/w/images/d/dc/CarGastank.png)
Gas Tank | Screwdriver
Wrench
**Repair** :
Propane Torch | Laines Auto Manual - Standard Models | **Repair:**
a) Metal Sheet
b) Small Metal Sheet x2
**Replace:**
Gas Tank | **Repair:**
a) Metalworking 3, Mechanics 2
b) Metalworking 3, Mechanics 2
**Replace:**
Mechanics 5
![CarBattery.png](/w/images/9/9e/CarBattery.png)
Car Battery | Screwdriver | none required | Car Battery | None required
![CarMuffler.png](/w/images/c/cf/CarMuffler.png)
Muffler | Wrench | Laines Auto Manual - Standard Models | Muffler | Mechanics 5
![CarTire.png](/w/images/6/69/CarTire.png)
Tire | Jack
Lug Wrench | none required | Tire | Mechanics 1
![CarBrakes.png](/w/images/3/3d/CarBrakes.png)
Brake | Jack
Wrench | Laines Auto Manual - Standard Models | Brake | Mechanics 6
![CarSuspension.png](/w/images/c/c4/CarSuspension.png)
Suspension | Jack
Wrench | Laines Auto Manual - Standard Models | Suspension | Mechanics 6
![EngineDoor.png](/w/images/0/06/EngineDoor.png)
Trunk Lid | **Repair:**
a) Propane Torch
b) Propane Torch
c) None

**Replace:**
Wrench | **Repair:**
\-
**Replace:**
Laines Auto Manual - Standard Models | **Repair:**
a) Metal Sheet
b) Small Metal Sheet x2
c) Metal Sheet, Screws x8

**Replace:**
Trunk Lid | **Repair:**
a) Metalworking 1, Mechanics 2
b) Metalworking 1, Mechanics 2
c) Mechanics 2

**Replace:**
Mechanics 3
![CarTrunk.png](/w/images/6/60/CarTrunk.png)
Trunk | Propane Torch | none required | a) Metal Sheet
b) Small Metal Sheet x2 | Metalworking 3
Mechanics 2
![EngineDoor.png](/w/images/0/06/EngineDoor.png)
Hood | **Repair:**
a) -
b) Propane Torch
c) Propane Torch

**Replace:**
Wrench | **Repair:**
\-
**Replace:**
Laines Auto Manual - Standard Models | **Repair:**
a) Metal Sheet, Screws x8
b) Metal Sheet
c) Small Metal Sheet x2

**Replace:**
Hood | **Repair:**
a) Mechanics 2
b) Metalworking 1, Mechanics 2
c) Metalworking 1, Mechanics 2

**Replace:**
Mechanics 3
![CarWindshield.png](/w/images/0/0c/CarWindshield.png)
Windshield | Screwdriver | Laines Auto Manual - Standard Models | Windshield | Mechanics 5
![CarWindshield.png](/w/images/0/0c/CarWindshield.png)
Rear Windshield | Screwdriver | Laines Auto Manual - Standard Models | Rear Windshield | Mechanics 5
![SideWindow.png](/w/images/5/5d/SideWindow.png)
Side Window | Screwdriver | Laines Auto Manual - Standard Models | Side Window | Mechanics 3
![CarDoorFront.png](/w/images/e/ed/CarDoorFront.png)![CarDoorRear.png](/w/images/f/ff/CarDoorRear.png)
Door | **Repair:**
Propane Torch
**Replace:**
Wrench | Laines Auto Manual - Standard Models | **Repair:**
a) Metal Sheet
b) Small Metal Sheet x2
**Replace:**
Car Door | **Repair** :
a) Metalworking 3, Mechanics 2
b) Metalworking 3, Mechanics 2
**Replace:**
Mechanics 4
![LightBulb.png](/w/images/b/b0/LightBulb.png)
Headlights/Taillights | Screwdriver | none required | Light Bulb | none required

Note that heaters are not repairable or swappable. However, the condition of
the heater does not affect the effectiveness of the A/C and heat. Radios can
be swapped with any household radio from another vehicle or from inside a
building.

### Wear and tear

**Certain parts are prone to wear and tear with regular use, and their
condition will decrease over time.** Tire pressure will also need to be
maintained through the use of a Tire Pump. Tires, Suspension and Mufflers will
gradually degrade over time as the vehicle is used. A random chance of damage
will occur when the vehicle is moving more than 10MPH. Other factors
considered are: current speed, whether the vehicle is on or off road, the
vehicles off road efficiency, steering angle or pitch, and how long the
vehicle has been running.

    _Taken from lua code in Vehicles.lua:`vehicle:getCurrentSpeedKmHour()`, `vehicle:isDoingOffroad()`, `vehicle:getScript():getOffroadEfficiency()`._

## Part classes and types

Each vehicle part will have a class of vehicle that it belongs to. For
example, a _sport_ class battery or a _heavy-duty_ class window. Different
classes of parts cannot be mixed.

Most parts also have different types in addition to the vehicle classes.
(Standard, Heavy-Duty, Sport). Part types can be mixed, although it is often
not recommended to do so. Further information on part types can be found in
the article dedicated to each individual vehicle part.

Below is a table that depicts the various types of vehicle parts.

Part  | Types  | Vehicle Classes
---|---|---
![CarTire.png](/w/images/6/69/CarTire.png)
Tire | Valu-Tire
Regular Tire
Performance Tire  | Standard
Heavy-Duty
Sport
![CarBrakes.png](/w/images/3/3d/CarBrakes.png)
Brake | Old Brake
Regular Brake
Performance Brake  | Standard
Heavy-Duty
Sport
![CarSuspension.png](/w/images/c/c4/CarSuspension.png)
Suspension | Regular Suspension
Performance Suspension  | Standard
Heavy-Duty
Sport
![CarGastank.png](/w/images/d/dc/CarGastank.png)
Gas Tank | Small Gas Tank
Standard Gas Tank
Big Gas Tank  | Standard
Heavy-Duty
Sport
![CarTrunk.png](/w/images/6/60/CarTrunk.png)
Trunk | Trunk  | Standard
Heavy-Duty
Sport
![Windshield](/w/images/0/0c/CarWindshield.png)
Windshield | Windshield
Rear Windshield  | Standard
Heavy-Duty
Sport
![Side Window](/w/images/5/5d/SideWindow.png)
Side Window | Front Window
Rear Window  | Standard
Heavy-Duty
Sport
![CarDoorFront.png](/w/images/e/ed/CarDoorFront.png)![CarDoorRear.png](/w/images/f/ff/CarDoorRear.png)
Door | Front Door
Rear Door
Double Rear Door  | Standard
Heavy-Duty
Sport
![EngineDoor.png](/w/images/0/06/EngineDoor.png)
Hood | Hood  | Standard
Heavy-Duty
Sport
![EngineDoor.png](/w/images/0/06/EngineDoor.png)
Trunk Lid | Trunk Lid  | Standard
Heavy-Duty
Sport
![CarSeat.png](/w/images/9/99/CarSeat.png)
Seat | Standard Seat
Big Seat
Sports Seat  | Standard
Heavy-Duty
Sport
![CarMuffler.png](/w/images/c/cf/CarMuffler.png)
Muffler | Old Muffler
Average Muffler
Performance Muffler  | Standard
Heavy-Duty
Sport

## Salvaging and repairing engines

### Salvaging parts and repairing engines

Engines can be salvaged for Spare Engine Parts
![EngineParts.png](/w/images/d/dd/EngineParts.png) that can be used to repair
the engines of other vehicles. Engines can be salvaged and repaired at
Mechanics level 4/5/6 for standard/heavy-duty/sport vehicles respectively.
Note that salvaging an engine for parts will **always** set the engine's
condition to zero, no matter what the engine's previous condition was, how
many parts were salvaged, and even if no parts were salvaged.

Engines can be repaired with Spare Engine Parts to restore the condition of
the engine, however engine _quality_ , which is determined as the vehicle
spawns in, cannot be raised by any means. This means that while the engine's
_condition_ may be at 100%, the quality could make it not start as reliably as
expected. When clicking on an engine in the mechanics menu, the quality is
listed on the top right, separate from the condition. Detailed information on
engine quality can be found in the next section.

Note that all the Spare Engine Parts in the player's inventory will be used
when repairing an engine. There is no way to prevent this.

It is more efficient to repair an engine at higher skill levels than lower
skill levels. Below is a table that depicts the average gain per engine part
at each Mechanics level. Further information can be found in the article
dedicated to Spare Engine Parts.

**Mechanics Level** | Standard | Heavy-Duty | Sport
---|---|---|---
**4** | 1% | **n/a** | **n/a**
**5** | 1% | 1% | **n/a**
**6** | 2% | 1% | 1%
**7** | 2% | 2% | 1%
**8** | 3% | 2% | 2%
**9** | 3% | 3% | 2%
**10** | 4% | 3% | 3%

### Engine quality

  * Engine quality, not to be confused with engine condition, mainly affects the chance to start the engine and its power. Maximum is 100.
  * Emergency vehicles (ambulance, fire, police) usually have 90-100 engine quality.
  * Chance to fail to start the engine on each try is 30 / (quality + 50) * 100%; for example, 65 quality engine has 30 / (65 + 50) * 100% = 26% chance to fail to start.
  * Engines with 100 quality skip the aforementioned check, but still have a 1% chance to fail to start.
  * Engines with quality 65 or less, if the weather is too cold, are also more likely to fail to start.

## See also

  * Skills
  * Electrical
  * Metalworking

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

Mechanics


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

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.

Removed in 41.66Fixed, via removal, defunct server option "LogLocalChat".(see official patch notes)

https://map.projectzomboid.com/, click on "Map coordinates".

This port will need to be open on your router.

There are a total of 4 files that make your server work, they can all be found
at:

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

Inside, there are the following files:

  * `servertest.ini`
  * `servertest_SandboxVars.lua`
  * `servertest_spawnpoints.lua`
  * `servertest_spawnregions.lua`

## servertest.ini

**nightlengthmodifier** =1.0

    Controls the LENGTH of night. `1.0` is standard (please note length of night now adjusts based on the season too so it will be longer or shorter during different months of the game) if you change it to `0.5` for example the night will be half as long as usual.

**PVP** =true

    Allow PvP (still has a toggle for each player by default).

**PauseEmpty** =true

    The server will be progressing constantly (days will pass, crops will grow, zombies will migrate). If changed to `true` the server will pause when no players are logged in.

**GlobalChat** =true

    Enable Global Chat (`/all` command in chat). This allows players to chat regardless of distance.

**ChatStreams** =s,r,a,w,y,sh,f,all

  * `/s` \- Talk to people on the screen, including the dead
  * `/r` \- Transcript of radio broadcasts
  * `/a` \- Talk to an admin
  * `/w` \- Whisper to someone, distance doesn't matter
  * `/y` \- Yell to people on screen and a bit further away, also attracts zombies
  * `/sh` \- Talk to people with whom you share a safehouse
  * `/f` \- Talk to people in your faction
  * `/all` \- Safely talk to everyone online

    Removing any of these disables that chatstream

**Open** =true

    Open to all (no whitelist).

**ServerWelcomeMessage** =Welcome to Project Zomboid Multiplayer! <LINE>
<LINE> To interact with the Chat panel: press Tab, T, or Enter. <LINE> <LINE>
The Tab key will change the target stream of the message. <LINE> <LINE> Global
Streams: /all <LINE> Local Streams: /say, /yell <LINE> Special Steams:
/whisper, /safehouse, /faction. <LINE> <LINE> Press the Up arrow to cycle
through your message history. Click the Gear icon to customize chat. <LINE>
<LINE> Happy surviving!

    The welcome message displayed to player after connecting.

~~**LogLocalChat** =false~~

    ~~Whether /s and /y are visible in chat.~~

**AutoCreateUserInWhiteList** =false

    When changed to `true`, this allows any new user accounts to be added automatically when joining the server. By default, you have to create the users manually using the "adduser" command in the server console or "/adduser" when logged in as the admin.

**DisplayUserName** =true

    When changed to `false` you don't see others players' username on above of their head + their name won't be logged inside the local chat.

**ShowFirstAndLastName** =false

    Display a person's character name.

**SpawnPoint** =0,0,0

    To set a custom spawn point, change 0,0,0 to something like 1,2,0. The 1 is the X coordinate, 2 is the Y coordinate, and 0 is the Z coordinate (i.e., height).

**SafetySystem** =true

    If PvP is enabled, this allows you to toggle PvP on or off.

**ShowSafety** =true

    Allow the players to see if someone have his safety off with the skull icon.

**SafetyToggleTimer** =2

    Time it takes to switch between PvP on and off.

**SafetyCooldownTimer** =3

    Time it takes before you can toggle it again.

**SpawnItems** =

    Items new player characters will spawn with e.g., `SpawnItems=Base.BaseballBat,Base.WaterBottleFull` means new players spawn with a baseball bat and bottle of water.

**DefaultPort** =16261

    The port in which players will need to supply their client to connect to your server.

**ResetID** =572058526

    Removing this resets your server world of zombies and loot, but not time.

**Mods** =

    Which mods you have installed on your server.

**Map** =Muldraugh, KY

    The map you're playing on. `Muldraugh, KY` is the default map.

**DoLuaChecksum** =true

    If you are getting an error that says "you have been kicked! Your lua version does not match the server." This usually means you have mods installed and need to either turn off this by setting the argument to `false`, or you have to uninstall all mods, including ones that directly installed into your media files.

**DenyLoginOnOverloadedServer** =true

**Public** =true

    Can your server be seen on Steam.

**PublicName** =

    Your server name as shown to the public.

**PublicDescription** =

    The description that people can see while going over your server.

**MaxPlayers** =16

    Maximum allowed number of players.

**PingFrequency** =10

    How many times the server checks the connection to your players.

**PingLimit** =250

    Ping limit before being kicked, need to be 5 time over, in millisecond, `0` to disable it.

**HoursForLootRespawn** =0

    In-game hours that must have passed before loot can respawn, `0` = never.

**MaxItemsForLootRespawn** =4

    The maximum amount of items in containers before items can respawn. If there are less than or equal to x number of items in the container, loot will respawn.

**ConstructionPreventsLootRespawn** =true

    Do player constructions near containers prevent loot respawn yes or no.

**DropOffWhiteListAfterDeath** =false

    Remove a player from the whitelist if their character dies.

**NoFire** =false

    False means fires are enabled. If your server has trouble with fires, disable them – this disables all forms of fire are disabled, except campfires.

**AnnounceDeath** =true

    Server-wide announcement if a character dies. Default is `false`.

**MinutesPerPage** =1.0

    How many in-game minutes you need to finish a single page.

**SaveWorldEveryMinutes** =0

    Auto-save world every x minutes. `0` = never.

**PlayerSafehouse** =true

    Can players have a safehouse.

**AdminSafehouse** =false

    Can admins have a safehouse.

**SafehouseAllowTrepass** =true

    Allow non-members to enter a safehouse without being invited.

**SafehouseAllowFire** =true

    Allow fire to damage safehouses.

**SafehouseAllowLoot** =true

    Allow non-members to take items from safehouses.

**SafehouseAllowRespawn** =false

    Players spawn in a safehouse they were a member of before they died.

**SafehouseDaySurvivedToClaim** =0

    Players must have survived this many game-world days before they may claim a safehouse.

**SafeHouseRemovalTime** =144

    Players are automatically removed from a safehouse they have not visited for this many real-time hours.

**AllowDestructionBySledgehammer** =true

    Allow players to destroy world objects with the sledgehammer.

**KickFastPlayers** =false

    Kick players that appear to be moving faster than is possible. May be buggy - use with cation.

**ServerPlayerID** =1920185881

    Determines if the character is from another server or singeplayer. This value may be changed by soft-resets. If this number does match the client, the client must create a new character. Used in conjunction with `ResetID`.

**RCONPort** =27015

    Port for RCON.

**RCONPassword** =

    Password for RCON.

**DiscordEnable** =false

**DiscordToken** =

**DiscordChannel** =

**DiscordChannelID** =

**Password** =

    Your server password. Clients must know this password to join the server.

**MaxAccountsPerUser** =0

    Limits the number of different accounts a single Steam user may create on this server.

**SleepAllowed** =false

    Whether sleeping is allowed.

**SleepNeeded** =false

    Whether players will need to sleep when exhausted.

**SteamPort1** =8766

**SteamPort2** =8767

**WorkshopItems** =

    List of Steam workshop items to download, separated by semicolon.

**SteamScoreboard** =true

    Show steam usernames and avatars in the player list. `true`=visible to everyone, `false`=visible to no one, `admin`=visible to admins.

**SteamVAC** =true

    Checks whether connecting players have VAC bans.

**UPnP** =true

**UPnPLeaseTime** =86400

**UPnPZeroLeaseTimeFallback** =true

**UPnPForce** =true

**CoopServerLaunchTimeout** =20

**CoopMasterPingTimeout** =60

**VoiceEnable** =true

**VoiceComplexity** =5

**VoicePeriod** =20

**VoiceSampleRate** =24000

**VoiceBuffering** =8000

**VoiceMinDistance** =10.0

**VoiceMaxDistance** =300.0

**Voice3D** =true

**PhysicsDelay** =500

**SpeedLimit** =70.0

**server_browser_announced_ip** =

**UseTCPForMapDownloads** =false

**PlayerRespawnWithSelf** =false

    If you turn it on you will be able to respawn on your place of death and continue playing on the world after death.
    The only downside is that it might cause slight lag to the game since you are hosting, otherwise there should be no problems. [1]

**PlayerRespawnWithOther** =false

    Enable spawning at a splitscreen partner's location. [2]

**FastForwardMultiplier** =40.0

**PlayerSaveOnDamage** =true

**SaveTransactionID** =false

**DisableSafehouseWhenPlayerConnected** =false

**Faction** =true

    Allows creation and use of factions.

**FactionDaySurvivedToCreate** =0

    How many days player must survive to create a faction.

**FactionPlayersRequiredForTag** =1

**AllowTradeUI** =true

    Dictates whether players can directly trade with one another.

**DisableRadioStaff** =false

**DisableRadioAdmin** =true

**DisableRadioGM** =true

**DisableRadioOverseer** =false

**DisableRadioModerator** =false

**DisableRadioInvisible** =true

**ClientCommandFilter**
=-vehicle.*;+vehicle.damageWindow;+vehicle.fixPart;+vehicle.installPart;+vehicle.uninstallPart

**ItemNumbersLimitPerContainer** =0

**BloodSplatLifespanDays** =0

**AllowNonAsciiUsername** =false

**BanKickGlobalSound** =true

**RemovePlayerCorpsesOnCorpseRemoval** =false

**ZombieUpdateMaxHighPriority** =50

**ZombieUpdateDelt** a=0.5

**ZombieUpdateRadiusLowPriority** =45.0

**ZombieUpdateRadiusHighPriority** =10.0

**TrashDeleteAll** =false

**PVPMeleeWhileHitReaction** =false

**MouseOverToSeeDisplayName** =true

**HidePlayersBehindYou** =true

**PVPMeleeDamageModifier** =30.0

**PVPFirearmDamageModifier** =50.0

**CarEngineAttractionModifier** =0.5

**PlayerBumpPlayer** =false

**HoursForWorldItemRemoval** =0.0

    How many in-game hrs before corpses dissappear.

**WorldItemRemovalList**
=Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes

    Comma-separate list of items to be removed when placed on the ground.

## servertest_SandBoxVars.lua

    SandboxVars = {
        VERSION = 4
        Zombies = 4, -- Zombie spawn rate. 1 is most, 5 is none
        Distribution = 1, -- 1 is urban, 2 is uniform
        DayLength = 3, -- 1 is 15 minutes, 2 is 30 minutes, 3 is 1 hour, 4 is 2 hours, 5 is 3 hours, 6 is 4 hours, 7 is 5 hours, 8 is 12 hours, 9 is real-time
        StartYear = 1, -- 1 is the 1st year etc
        StartMonth = 4, -- 1 is Jan, 12 is Dec
        StartDay = 1, -- 1 is the 1st of the month etc
        StartTime = 2, -- 1 is 7AM, 2 is 9AM, 3 is 12PM, 4 is 2PM, 5 is 5PM, 6 is 9PM, 7 is 12AM, 8 is 2AM, 9 is 5AM
        WaterShut = 2,
        ElecShut = 2,
        WaterShutModifier = 500, -- the number of days before water is shut off. -1 is instant
        ElecShutModifier = 480, -- the number of days before electricity is shut off. -1 is instant
        FoodLoot = 4, -- 1 is extremely rare, 5 is abundant
        WeaponLoot = 2, -- 1 is extremely rare, 5 is abundant
        OtherLoot = 3, -- 1 is extremely rare, 5 is abundant
        Temperature = 3, -- 1 is very cold, 5 is very hot
        Rain = 3, -- 1 is very dry, 5 is is very rainy
        ErosionSpeed = 5, -- 1 is very fast (20 days), 5 is very slow (500 days)
        XpMultiplier = 15.0,
        Farming = 1, -- 1 is vey fast, 5 is very slow
        StatsDecrease = 4, -- 1 is very fast, 5 is very slow
        NatureAbundance = 3, -- 1 is very poor, 5 is very abundant
        Alarm = 6, -- 1 is never, 6 is very often
        LockedHouses = 6, -- 1 is never, 6 is very often
        StarterKit = false,
        Nutrition = false,
        FoodRotSpeed = 5, -- 1 is very fast, 5 is very slow
        FridgeFactor = 5, -- 1 is very low, 5 is very high
        LootRespawn = 2, -- 1 is none, 2 is every day, 3 is every week, 4 is every month, 5 is every two months
        TimeSinceApo = 1,
        PlantResilience = 3, -- Plants resilience against disease/weather. 1 is very low, 5 is very high
        PlantAbundance = 3, -- How much farm plants produce. 1 is very poor, 5 is very abundant
        EndRegen = 3, -- Endurance regeneration (how fast you regain endurance). 1 is very fast, 5 is very slow
        ZombieLore = {
            Speed = 3, -- 1 is sprinters (fastest), 2 is fast shamblers, 3 is shamblers (slowest)
            Strength = 3, -- 1 is superhuman, 2 is normal, 3 is weak
            Toughness = 3, -- 1 is tough, 2 is normal, 3 is fragile
            Transmission = 1, -- 1 is blood/saliva, 2 is saliva only, 3 is everyone is infected, 4 is no transmission
            Mortality = 6, -- This governs how deadly infection is. 1 is instant, 6 is 1 to 2 weeks
            Reanimate = 1, -- How fast zombies come back to life...again. 1 is instant, 6 is 1 to 2 weeks
            Cognition = 3, -- How smart zombies are. 1 is Navigate/Use Doors, 3 is basic navigation only
            Memory = 2, -- How much zombies will remember. 1 is long, 4 is none
            Decomp = 1, -- 1 is slows/weakens them, 4 is no effect
            Sight = 2, -- How well zombies can see. 1 is eagle-eyed, 3 is poor
            Hearing = 2, -- How well zombies can hear. 1 is pinpoint, 3 is poor
            Smell = 2, -- How well zombies can smell. 1 is bloodhound, 3 is poor
            ThumpNoChasing = true,
            ThumpOnConstruction = true,
            ActiveOnly = 1,
            TriggerHouseAlarm = false,
            ZombiesDragDown = true,
            ZombiesFenceLunge = true,
        }
        ZombieConfig = {
            PopulationMultiplier = 1.0, -- Zombie spawn rate. 4.0 = Insane, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. Minimum = 0.0 Maximum = 4.0 Default = 1.0
            PopulationStartMultiplier = 1.0, -- Adjusts the desired population at the start of the game. Minimum = 0.0 Maximum = 4.0 Default = 1.0
            PopulationPeakMultiplier = 1.5, -- Adjusts the desired population on the peak day. Minimum = 0.0 Maximum = 4.0 Default = 1.5
            PopulationPeakDay = 28, -- The day when the population reaches it's peak. Minimum = 1 Maximum = 365 Default = 28
            RespawnHours = 72.0, -- The number of hours that must pass before zombies may respawn in a cell. If 0, spawning is disabled. Minimum = 0.0 Maximum = 8760.0 Default = 72.0. Dev post for 32.17 update
            RespawnUnseenHours = 16.0, -- The number of hours that a chunk must be unseen before zombies may respawn in it. Minimum = 0.0 Maximum = 8760.0 Default = 16.0
            RespawnMultiplier = 0.1, -- The fraction of a cell's desired population that may respawn every RespawnHours. Minimum = 0.0 Maximum = 1.0 Default = 0.1
            RedistributeHours = 12.0, -- The number of hours that must pass before zombies migrate to empty parts of the same cell. Minimum = 0.0 Maximum = 8760.0 Default = 12.0
            FollowSoundDistance = 100, -- The distance a virtual zombie will try to walk towards the last sound it heard. Minimum = 10 Maximum = 1000 Default = 100
            RallyGroupSize = 20, -- The size of groups real zombies form when idle. 0 means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum = 0 Maximum = 1000 Default = 20
            RallyTravelDistance = 20, -- The distance real zombies travel to form groups when idle. Minimum = 5 Maximum = 50 Default = 20
            RallyGroupSeparation = 15, -- The distance between zombie groups. Minimum=  5 Maximum = 25 Default = 15
            RallyGroupRadius = 3, -- How close members of a group stay to the group's leader. Minimum = 1 Maximum = 10 Default = 3
         }
    }

## See also

  * Multiplayer
  * Multiplayer FAQ
  * Startup parameters
  * Dedicated server
  * Buying and running a Linux Project Zomboid server

## References

  1. ↑ https://steamcommunity.com/app/108600/discussions/0/1728701877511633536/#c1728701877514117509 \- dev post
  2. ↑ https://theindiestone.com/forums/index.php?/topic/19406-iwbums-3426/ \- IWBUMS 34.25 patch notes

  *[UI]: User-Interface

Server settings


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

This is a future feature.This article is about an item or mechanic that is currentlyunimplementedand planned for a future version.It has either been previewed or found in the game files and does not exist yet.

“

Finally you’ll be able to wander around the countryside trying to shoot
rabbits with a shotgun.

— Will Porter[1]

**Animals** play a minor role in Project Zomboid, currently only appearing as
items rather than roaming throughout the landscape, though it's planned to
change in Build 42. There are various types of animals - including game, fish
and insects \- and each has their own methods of obtaining them.

## Items

### Game

Most game animals can only be obtained through trapping, however dead rats and
dead mice can be found in various containers, kitchen counters in particular.

Animal | Meat | Trap | Bait
---|---|---|---
![Mouse.png](/w/images/5/5c/Mouse.png)
Dead Mouse | Rodent Meat |

  * Mouse Trap

|

  * Cheese
  * Processed Cheese
  * Peanut Butter
  * Chocolate
  * Bacon Bits
  * Apple
  * Orange
  * Tomato

![Rabbit.png](/w/images/f/fd/Rabbit.png)
Dead Rabbit | Rabbit Meat |

  * Trap Box
  * Trap Crate
  * Snare Trap
  * Cage Trap

|

  * Carrots
  * Lettuce
  * Potato
  * Tomato
  * Corn
  * Bell Pepper
  * Apple
  * Banana
  * Peach

![Rat.png](/w/images/8/8b/Rat.png)
Dead Rat | Rodent Meat |

  * Mouse Trap

|

  * Cheese
  * Processed Cheese
  * Peanut Butter
  * Chocolate
  * Bacon Bits
  * Apple
  * Orange
  * Tomato

![Bird.png](/w/images/7/70/Bird.png)
Dead Bird | Small Bird Meat |

  * Stick Trap

|

  * Bread
  * Bread Slices
  * Worm
  * Cricket
  * Cockroach
  * Grasshopper
  * Corn
  * Cereal

![Squirrel.png](/w/images/4/41/Squirrel.png)
Dead Squirrel | Rodent Meat |

  * Trap Box
  * Trap Crate
  * Snare Trap
  * Cage Trap

|

  * Cereal
  * Peanuts
  * Peanut Butter
  * Instant Popcorn
  * Lettuce
  * Corn
  * Bell Pepper
  * Apple
  * Peach
  * Orange

### Fish

Most fish can be obtained through fishing, however certain fish require
specific types of bait.

Animal | Meat | Trap | Bait
---|---|---|---
![FishMinnow.png](/w/images/1/11/FishMinnow.png)
Little Bait Fish |  | Fishing Net Trap |
![FishBass.png](/w/images/7/7b/FishBass.png)
Bass | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

![FishCatfish.png](/w/images/1/1a/FishCatfish.png)
Catfish | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

![FishCrappie.png](/w/images/c/cf/FishCrappie.png)
Crappie | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

![FishPerch.png](/w/images/a/a7/FishPerch.png)
Perch | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

![FishPike.png](/w/images/a/a2/FishPike.png)
Pike | Fish Fillet |  |

  * Worm
  * Little Bait Fish

![FishPanfish.png](/w/images/0/0e/FishPanfish.png)
Sunfish | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

![FishTrout.png](/w/images/6/6e/FishTrout.png)
Trout | Fish Fillet |  |

  * Worm
  * Cricket
  * Grasshopper
  * Cockroach
  * Fishing Tackle

### Insect

Insects are obtained by foraging (and rarely by looting refrigerators or
vehicles); worms can also often be dug from grass tiles using a trowel.

Animal | Edible | Foraging Skill | Bait
---|---|---|---
![Insect
AmericanLadyCaterpillar.png](/w/images/0/0b/Insect_AmericanLadyCaterpillar.png)
Caterpillar (American lady) | Raw or Cooked | 0 | Fishing*
![Insect
BandedWoolyBearCaterpillar.png](/w/images/5/54/Insect_BandedWoolyBearCaterpillar.png)
Caterpillar (banded woolly bear) | Raw or Cooked | 0 | Fishing*
![Insect Centipede1.png](/w/images/1/12/Insect_Centipede1.png)
Centipede | Raw or Cooked | 0 | Fishing*
![Cockroach.png](/w/images/d/d9/Cockroach.png)
Cockroach | Raw or Cooked | 0 | Fishing and Trapping
![Cricket.png](/w/images/3/3d/Cricket.png)
Cricket | Raw or Cooked | 0 | Fishing and Trapping
![Grasshopper.png](/w/images/f/fc/Grasshopper.png)
Grasshopper | Raw or Cooked | 0 | Fishing and Trapping
![Insect Millipede1.png](/w/images/a/af/Insect_Millipede1.png)
Millipede | Raw or Cooked | 0 | Fishing*
![Insect
MonarchrCaterpillar.png](/w/images/7/75/Insect_MonarchrCaterpillar.png)
Caterpillar (monarch) | Raw or Cooked | 0 | Fishing*
![Insect Pillbug.png](/w/images/9/93/Insect_Pillbug.png)
Pillbug | Raw | 0 | Fishing*
![Insect
SilkMothCaterpillar.png](/w/images/f/f1/Insect_SilkMothCaterpillar.png)
Caterpillar (silk moth) | Raw or Cooked | 0 | Fishing*
![Slug1.png](/w/images/3/3d/Slug1.png)
Slug | Raw or Cooked | 3 | Fishing*
![Snail.png](/w/images/d/d2/Snail.png)
Snail | Raw or Cooked | 3 | Fishing*
![Insect
SwallowtailCaterpillar.png](/w/images/5/5f/Insect_SwallowtailCaterpillar.png)
Caterpillar (swallowtail) | Raw or Cooked | 0 | Fishing*
![Insect Termite.png](/w/images/1/1d/Insect_Termite.png)
Termites | Raw or Cooked | 0 | Fishing*
![Worm.png](/w/images/5/52/Worm.png)
Worm | Raw | 0 | Fishing and Trapping

Baits marked with a star can be used for fishing, but do not lure any fish
currently in the game and as such are not recommended.

## Future features

**Animals** with their own AI that wander the landscape are planned to be
included in build 42. The first iteration of animals won't be utilising
Lemmy's AI code, and will instead have very basic functionality. These animals
are intended to support the new crafting features coming in build 42,
therefore will mostly only include animals utilised in animal husbandry, such
as cows, sheep, pigs and chickens, providing a renewable source of milk, hide,
wool, etc.

![](/w/images/thumb/7/76/Animal_Info_AngusCow.png/300px-
Animal_Info_AngusCow.png)

Angus Cow debug info panel showing some statistics.

### Functionality

In Project Zomboid lore, the noise caused by animals will attract zombies,
however they won't be driven to attack them.

Each animal type will have various definitions:

  * **Livestock:** determines the type of animal, e.g. cow.
  * **Breed:** there will be various breeds of animals, each breed with its unique properties, e.g. "Angus" (meat breed) or "Holstein" (milk breed).
  * **Gender:** male or female, determines its set of functionlity, e.g. breeding, milking, etc.
  * **Age:** determines various functions, e.g. ability to breed (too young or too old) and amount of milk produced. Will eventually die when too old.
  * **Size:** the minimum and maximum size an animal can be. Larger animals will provide more resources.
  * **Can be milked:** some animals can be milked, e.g. cow. Will generate milk for a certain period after delivering a calf.
  * **Flee humans:** determines if the animal runs away from humans, e.g. mouse.
  * **Can be attached:** a rope can be used to attach certain animals so they can be led or stop from wandering away.
  * **Hunger:** animals will need to eat, with the amount dependant on the breed. An animal left hungry or thirsty will gradually lose health until it dies. Will eat from a trough.
  * **Food types:** determines the types of food it can eat from a trough. Some animals can graze on grass if trough is empty, however won't grow as big.
  * **Enclosure size:** enclosure must be a minimum size, otherwise the animal won't grow as big, providing fewer resources.

#### Animal breeding

All animals will have a _genetics_ system, encouraging breeding of animals.
Each animal type will have a set of abstracted genes that each contain two
_alleles_ inherited from parents, including: “milk quantity”, “life
expectancy”, “strength”, “appearance” genes, and more. Characters with
appropriate skills will be able to inspect an animal to get an idea of its
health-related attributes (aka genes).

Each animal will carry two sets of alleles in their genome, one being
contributed randomly from each parent. There are dominant and recessive
alleles, meaning the player must be careful when in-breeding, as animals may
have recessive genes for genetic illnesses of varying types.

### Planned animals

  * Cow and Bull[2] (source of milk, hide, steak)
  * Sheep[3] (source of wool, mutton chop and milk)[4]
  * Pig[5] (source of pork chop and bacon)
  * Chicken (source of chicken and lays eggs in a henhouse)
  * Deer
  * American Black Bear[6]
  * Birds (source of small bird meat)
  * Rabbit[7] (source of rabbit meat)
  * Red Bear
  * Squirrel (source of rodent meat)
  * Mouse (source of rodent meat)
  * Rat[8] (source of rodent meat)
  * Elk
  * Raccoon[9]
  * Turkey[10]

## Trivia

  * The conspiracy crap??? mentions that the military was doing tests on the animals in Muldraugh and caused mass deaths of cattle. Also in one of the LBMW broadcasts on the night of the 11th of July, it mentions this here:

    All eyes are on developments in a sleepy corner of Kentucky...
    ...now a no-go zone ring-fenced by the US Army
    Once we'd report from Muldraugh and West Point about county fairs and sick pets...
    ... now times have changed significantly.

  * Animals cannot be infected by Knox Infection as it only infects humans. Zombie will not attack animals, they will just be attracted by their noises and most animals will run away when they get close, this has been confirmed by The Indie Stone on several occasions.[11]

## Gallery

  * ![Rabbit model](/w/images/thumb/0/05/Rabbit_Model.png/82px-Rabbit_Model.png)

Rabbit model

  * ![Bull model](/w/images/thumb/c/c9/Bull_Preview.png/108px-Bull_Preview.png)

Bull model

  * ![Sheep models](/w/images/thumb/1/17/Sheep_Preview.png/120px-Sheep_Preview.png)

Sheep models

  * ![Grazing deer](/w/images/thumb/b/b2/Grazing_teaser.gif/120px-Grazing_teaser.gif)

Grazing deer

## See also

  * Planned features

## References

  1. ↑ Project Zomboid - March to 1.0. Retrieved 4th March, 2019.
  2. ↑ "Holy Cow". Retrieved 15th March, 2022.
  3. ↑ The Indie Stone [@theindiestone] (18th February, 2022). An alternative title to today's #ProjectZomboid Thursdoid could have been "Holy Sheep!" (Tweet) – via Twitter
  4. ↑ "Milky Milky". Retrieved 3rd April, 2022.
  5. ↑ The Indie Stone [@theindiestone] (16th March, 2022). Pigs and chickens are in development, yes :) In our lore, animal sounds attract zombies, but zombies are only really driven to attack humans. (Tweet) – via Twitter
  6. ↑ Project Zomboid - APZDTISA #3: This time with LIVE MULTIPLAYER!. Retrieved 4th March, 2019.
  7. ↑ Project Zomboid - Bring Out Your Zeds. Retrieved 4th March, 2019.
  8. ↑ "Broadened HorizonZ". Retrieved 2nd September, 2022.
  9. ↑ [1] Retrieved 22nd March, 2024.
  10. ↑ [2] Retrieved 22nd March, 2024.
  11. ↑ Zombies won't target animals. Retrieved 25th January, 2024.

  *[UI]: User-Interface
  *[AI]: artificial intelligence

Animal


**Studio** is a challenge map that was added in build 41. It is a 'Hollywood
Film Studio', with which has unfortunately succumbed to the Knox Event
infection. It takes inspiration from Paramount Pictures, and Warner Brothers
Studio in its design. It features a premier theater, high-end restaurant and
bar, a fitness center, and comedy club to name a few going down the luxury
footpath road. Xeonyx, the creator of the New Denver / Slocan Lake map is
responsible for the creation of this map.

## In-game challenge description

_Where all the best movies are filmed!_

## Gallery

  * ![Alley with vehicle spawns](/w/images/thumb/f/fc/Studio_1.png/120px-Studio_1.png)

Alley with vehicle spawns

  * ![Film set with rundown/exploded vehicles](/w/images/thumb/c/c4/Studio_2.png/120px-Studio_2.png)

Film set with rundown/exploded vehicles

  * ![Graveyard/Cemetary film set](/w/images/thumb/3/38/Studio_3.png/120px-Studio_3.png)

Graveyard/Cemetary film set

  * ![View of the entire West cell](/w/images/thumb/3/3f/Studio_4.jpg/120px-Studio_4.jpg)

View of the entire West cell

## General scenario description

The challenge will start at midnight as opposed to the morning. Zombie
behavior has been altered for this challenge. They will move much slower when
pursuing a player at night, but will run at full sprint when pursuing a player
during the day. They can prove challenging to get away from in the day, as
they will match an average player's sprint speed.

## Other challenges

  * You Have One Day
  * Opening Hours
  * Winter Is Coming
  * House In The Woods
  * A Really CD DA
  * A Storm Is Coming
  * The Descending Fog
  * Kingsmouth

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

Studio


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/8/84/Villasmap.jpg/300px-Villasmap.jpg)

Villas map.

![](/w/images/thumb/b/b9/Knox_county_6_villas.png/300px-
Knox_county_6_villas.png)

The Villas.

![](/w/images/thumb/b/b8/Knox_county_spiffo%27s_next_to_6_villas.png/300px-
Knox_county_spiffo%27s_next_to_6_villas.png)

Spiffo's fast food.

The **Villas** were located east of the Suburbs and north of the Downtown
District in the 0.2.0r map. Surrounded by a wall of trees, the villas make a
perfect spot to set up a fortress. In the southern part of the same quadrant
is a small Fast Food Restaurant which more or less belongs to the Downtown
District.

### 1-6: The Villas

All 6 villas are equipped with a garage, a large kitchen with a refrigerator,
2 toilets, 3 bedrooms and many storage containers in either the kitchen or the
living rooms above. The first floor of all villas had 3 door entrances and 9
windows. The bedroom located above the garage had 1 window, while the other 2
larger bedrooms had 2 windows.

### 7: Fast food restaurant

South of the villas is a small fast food restaurant, Spiffo's. The player
could find supplies in 1 of the 3 refrigerators or in the trash can in between
the toilet's entrance and the restaurant counter. The cash registers could be
searched, but never contained anything (for then). While the kitchen in the
back has only 1 window, the southern entrance had 12 windows with 1 door.

Just east of the restaurant are 5 trash bins. They all mostly contain anti-
boredom or antianxiety supplies.

## Gallery

  * ![A player fighting in a villa kitchen](/w/images/thumb/4/47/Villakitchen.jpg/120px-Villakitchen.jpg)

A player fighting in a villa kitchen

## Other 0.2.0r maps

  * Downtown District
  * Forest
  * Northern Highway
  * Suburbs
  * Woods

## 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

Villas


Army surplus

General

Type

Camping/survival/gun store

**Army surplus stores** are rare but reliable sources of survival/camping
supplies; their shelves are typically laden with equipment such as tarps, tent
pegs, full tent kits, hunting knives, and similar equipment, whilst lockers
and secure storage areas in each surplus store can contain firearms,
ammunition, accessories, and weapon maintenance supplies. They also have racks
for military surplus and weather-resistant clothing, often have military-grade
ham radio sets, and lightweight, easy-to-move stretcher beds.

## Locations

Location  |  Description  |  Coordinates
---|---|---
Unincorporated settlement
![Jamieton Interior.png](/w/images/thumb/9/93/Jamieton_Interior.png/200px-Jamieton_Interior.png) | Jamieton Army Surplus | 5465x9512
Louisville
![Louisville readyprep.png](/w/images/thumb/8/80/Louisville_readyprep.png/200px-Louisville_readyprep.png) | Ready Prep Army Issue Surplus | 12222x1320

LocationsShow / Hide

BusinessesShow / Hide

Restaurants

American Eats • Bakery • Beef Roundup • Blue Plate Diner • Buffet • Burgers •
Churn R Us • Club Pamplemousse de la Croix • Unnamed bakery (West Point) •
Deep Fried Heaven • Di Marco • Diner • Dotty 4 Donuts • Emma's Eatery •
Expresso Espress • Family Funzone • Forno Della Mamma • Fryer Tooks Fish N
Chips • Genny's Diner • Golden Dragon Buffet • Gusto D'Italia • Happy
Restaurant • Hickory Bakery Box • Ice Ice Tasty • Jenny's Table • Jimmy's •
Jolly Good Fish and Chips • La Vie En Gastronomie • Les Tartes de Mademoiselle
Celine Diner • Maison du Boeuf • Mama McFudgington's • Mendy's Eatery • Milk
Monarchy • O'Briens Kitchen • Pile o' Crepe • Red Brick Restaurant • Riparian
Entertainment • Rosewood Country Buffet • Smokey's Saloon & Restaurant •
Snacks • Sooky's • Supper Delight • Sweet Eats! • Sweet Pea Restaurant • Sweet
Satisfaction • Tastee Foodz • Taco del Pancho • The Blue Fox • The Cosy
Crockpot • The Plump Cornucopia • The Wandering Sashimi • Tim's Bakery • Tita
Maria's Cantina • Unnamed restaurant (Riverside) • Unnamed restaurant
(Muldraugh) • Wok and Rolls • Zlatko's

Cafes

Nat's Cafe • Bloomin' Coffee • Cafe (Valley Station) • Cafe (Muldraugh) • Cafe
d'Eris • Cafe of Wonders • Cafe Ole • Coffee Nirvana • Jaime's Jam Delights •
Seahorse Coffee • Yummmers

Fast food

Dogs A-Flamin' • Pizza Whirled • Jay's Chicken • Spiffo's

Bars

Bar (Riverside) • The Black Saddle • Al's Ale and All • Beever's • Black
Liquorice • Bright Flag Inn • Chief Steakhouse and Bar • Ol' Scratch •
Sanguine Spirits • Shaken and Stirred • The Hardy Har Bar • The Drake • The
Horseshoe • The Orange Anchor • The Rusty Rifle • The Sea Shanty • Tomcat
Tavern • The Slugger • The Straight Shooter • The Wooden Stein • Twiggy's •

Retail

Appliance store (Muldraugh) • Better Bed Than Dead • Better Furnishings •
Electron House • GigaMart • Go Flash • Line by Line Designs • Maps Unlimited •
Mashie Signs & Paintings • Nolan's Used Cars • Noteworthy • Olympia Department
Store • Palette Pop Art Supplies • Purrfect Barkner Pet Supplies • Sammie's •
Scenic Mile Car Dealership • Seat Yourself Furniture • Time 4 Sport • Jimmy's
Pre-owned Cars • Toyz Toyz Toyz • Upscale Mobility Auto Dealership • Unnamed
stores (Riverside) • Window • BBBQ

Industrial

Self storage (Muldraugh) • Secure Storage • Stor-A-Max • U-Store It • Andrei
and Son Hand-Crafted Wallets • Aitor Wire Company • Bow Wow Wow! Dog Nutrition
• Brac Brick Factory • Chugg's • CGE Corp • Egener EX • Finnegan Research
Group • Fossoil Refinery • Ivanov Factory & Showroom • Junk Baron • Kitten
Knives • BoxPop Brewery • Knox Distillery • Knox Pack Kitchens • L&B
Warehousing • Lectromax Manufacturing • Louisville Bruiser • Logging camp
(Rosewood) • Mass-Genfac Co. • McCoy Logging Co. • Newton Freight Warehouse •
Outskirts factories (Muldraugh) • Perfick Potato Company • Produce warehouses
(Rosewood) • Rely Manufacturing Company • Scarlet Oak Distillery • Steely
Revolve Metal Working • T.I.S. Construction • ValuTech

Weapon & hunting stores

A.A.Ron Hunting Supply • Army surplus store • Bait & Tackle • Farming & Rural
Supply • Jamieton Army Surplus • Morris' Bait Shop • Pawn $$$hop • Phil's Fine
and Fair Pawn Shop • Ready Prep Army Issue Surplus • Stars & Stripes • Thumbs
of Green • Unnamed gun store (Louisville) • Unnamed gun store 2 (Louisville) •
West Point Gun Range and Hunting Center

Tool stores

E.P. Tools • Nails & Nuts Tool Store • Zac's Hardware

Grocery & liquor stores

5 Bux or Less • Beer and Liquor • CandyTown USA • Conven-U-Mart • Farmer's
market (Rosewood) • Food Market • GigaMart • Go 2 Bread • General Store •
General store (Riverside) • Greene's Grocery • Grocery store (Rosewood) • Have
a Butcher's • Kegsplosion • Liquorty-Split • Mead Drink and Bloody Merry •
Milk N More • My Sunday Market • Nourish Food Mart • Sucrafruit Circus •
Unnamed grocery store (Riverside) • Zippee Market

Gyms

Body Chisel Gym & Fitness • Eden's Oasis • The Real Sweat • Sure Fitness and
Boxing Club

Hotels & motels

Econo Rooms • First Train Inn • Guns-a-BlazInn • Red Owl Inn • Riverside
Suites • Sleep Eazzze Inn • Sunstar Motel • The Havisham Hotel Suites • Waites
Motel

Utilities

A-1 Laundry • Brighted Whites • Coin Op Laundromat • Knox Telecommunications •
Laundr-o-max • Louisville Terminal Substation • Louisville industrial
substation • Martin's Essentials and Laundry • Superklean

Gas stations

24 Hour Essentials • Fossoil • Gas • Gas 2 Go • Gas N More • Ruby Gas •
Thunder Gas

Offices

A&S Trading Co. • Alliance Data Entry • Back To The Nurture Chiropractic
Services • Bail Bonds • Sky Blue Banking • Canto Records • Carton & Sydney Law
Services • Commander Publishing Inc • Discount Account • Evan Philips Tax and
Accounting • HomeWard Real Estate • Keep Afloat Debt Consolidation • Knox Bank
• KPK Consulting Business Investments • KY Transit • Legal Services • Markson
& Co. • Marple & Christie Legal Services • Mind Peace Insurance • Palm Travel
• Raney & Daye Investment Firm • Slimtax Accounting • Speedy Legal • Temp
Agency • United Shipping Logistics • ValuInsurance • Walter & Perry Legal Firm

Hair & beauty

Barber and Styling • Barber of Yorke • Be Beauty Nail Salon • Groovy Chic •
Hair O Genesis • Haircuts n' More • Ink R Alley • Neon Flower Salon • Silken
Belles • Sweet Sugar Beauty • Tattoo 42

Clothing

Awl Work and Sew Play • Barg-N-Clothes • Cally's Gifts • Clothing store
(Muldraugh) • Dressed to the 90s • Family Fashion • FashionaBelle • Filigree
Fashions • Genteel-y Used • Hugo Plush • Laces • Lola Limon • Optima Eyes •
Posh Box • Purple and Black • Saucy • Sasha Sashay • Sheba Jewellers • Shoed
for the Stars • Spitfire Fashion • The Exquisite Pearl • The Top Hanger •
Unnamed clothing store (Riverside) • Your Closet • Yuri Design

Malls

Crossroads Mall • The Grand Ohio Mall • South Louisville mall

Entertainment

Art Gallery of Louisville • Chapelmount Downs • Drag Racing • Eluee Arena •
Fossoil Field • Eden's Oasis • Fun Xtreme • Juke Box Bowling • Knob Creek
Hunting Lodge • Louisville Boat Club • Nite Glo • Pony Roam-O • Onyx Drive-In
Theater • Riverwood Boat Club • Romero Center for the Performing Arts • Roxy's
Roller Rink • Star-E-Plex • The Velvet Tassel • Wellington Heights Golf Club

Books & video

Bernard's Book Emporium • Book Naked • Book store (Muldraugh) • Brooks Public
Library of Louisville • Enigma Books • From the Dugout • Hit Vids! • LSU
Library • The Good Book • Worm of Books

TV & Radio

LBMW - Kentucky Radio • LBMW Network • KnoxTalk Radio • The Kentucky Herald •
Triple-N • TURBO

Mechanics

Al's Autoshop • American Tire • Auto Repair Shop (Muldraugh) • Auto shop
(Rosewood) • Car Fix-Ation • Jim's Autoshop • Lenny's Car Repair

Points of interestShow / Hide

Parks & camps

Ben's Cabin • Camp Busy Beaver • Corn maze • Louisville Central Park •
Outreach Center • Romuald Dron Memorial Park

Farms

Residential

Acorn Plaza • AmeriGlobe Communications • Army barracks (Rosewood) • Bateman
Office Building • Cardinal Plaza • Du Case Apartments • E Wrayburn Building •
Greenwood Office Building • High Street Apartments • Knox Military Apartments
• Leafhill Heights Offices • Lowry Court • Millhauser Office Building • Oak
Park Apartments • Offices • Office complex (Muldraugh) • Orio Office Place •
R. Johnson Office Building • Red Oak Apartments • Reed Office Building •
Sandstone Apartments • The Waterfront • Topcrown Plaza • Trapper's house

ServicesShow / Hide

Fire departments

Rosewood Fire Department • Louisville Fire Department

Medical

Cortman Medical • Dentistry • Family Dentistry • Family Medical Center •
Louisville General Hospital • Louisville Animal Hospital • Louisville Animal
Shelter • Louisville General Hospital • Medical Center • Med U Well • Pet
Health Pawmise • Pharmahug • Rosewood Medical • St. Peregrin Hospital

Police departments

Kentucky State Prison • Louisville Police Department and Detention Services

Military installments

Louisville border camp • Military Research Facility

Religious buildings

Bible Spirit Baptist Church • Church of the Risen Christ • Eternal Light
Chapel • First Baptist Chapel • Holy Grace Church • Holy Light Baptist Church
• Rosewood Christian Church • Sacred Flame Church • St. Michaels Cathederal •
St. Vincent De Paul Church • Holy Haven Cemetary • Sunset Pines Funeral Home

Education

ABCDriving School • Adult Education Center • Bluegrass State High School •
Elementary school (Rosewood) • Evergreen Public School • Fun-2-3 Childcare •
J. Tinsley Elementary School • Leafhill Heights Elementary School • Louisville
State University • LSU Athletic Center • LSU Attenborough Sciences Building •
LSU Library • LSU Rogers Humanities Building • LSU South Dorm • LSU Student
Union • LSU West Dorm • March Ridge School • Muldraugh Elementary • School
(Riverside) • South Louisville Elementary • Daycare (West Point) • West Point
School

Other services

Central Louisville Community Center • City Hall • County Clerk and Records •
County Offices • Courthouse • Deerhead Lake Park Ranger • Evergreen Hill
Community Center • Goodman Legal Services • H. Smith Attorney • Kentucky Court
of Justice • Kentucky Rail • Louisville Train Station • Louisville Expo Center
• March Ridge Community Center • Mounted Police Training • Railyard
(Muldraugh) • Shady Oaks Nursing Home • West Maple Country Club • U.S. Mail
Service • West Point Town Hall

  *[UI]: User-Interface
  *[AI]: artificial intelligence

Army surplus store


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

Project Zomboid mostly features one big map, Knox Country, which is composed
of multiple smaller towns and villages, as well as multiple businesses
operating therein, however, there are some small, standalone maps used for the
tutorial and challenges as well.

## Knox Country

    _Main article:Knox Country_

Knox Country is currently the main map of the game, which features multiple
smaller towns:

  * Muldraugh
  * Riverside
  * Rosewood
  * West Point
  * Valley Station
  * Louisville
  * March Ridge
  * Fallas Lake
  * Dixie Mobile Park
  * Doe Valley
  * Scenic Grove Mobile Park
  * Abandoned town

## Knox County

    _Main article:Knox County_

Knox County was the main map before being scrapped for a bigger map version
0.2.0r back in 2013, but is still available as a challenge map in a limited
form.

## Tutorial

    _Main article:Tutorial_

There is a separate small map used in a tutorial, to teach players basic game
mechanics.

## Challenges

    _Main article:Game modes_

Small maps are often featured as part of the challenges, the ones with unique
map currently include:

  * You Have One Day (a recreated map of Knox County)
  * House In The Woods
  * Kingsmouth
  * Studio

## Businesses

    _Main article:Businesses_

There are various businesses in the Project Zomboid lore. These are located
through the game universe.

  *[UI]: User-Interface
  *[AI]: artificial intelligence

Locations


**Water containers** items are items able to store water. Some of these items
are also able to store gasoline.

## Items

### Water containers

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | ![Units of water](/w/images/thumb/d/d5/WaterDrop.png/24px-WaterDrop.png) | ![Can be boiled on fire](/w/images/thumb/0/01/Campfire.png/24px-Campfire.png) | ![Safe to boil in microwave](/w/images/thumb/9/9a/Appliances_cooking_01_25.png/24px-Appliances_cooking_01_25.png) | ![Fits coffee maker](/w/images/thumb/6/6e/Appliances_cooking_01_61.png/24px-Appliances_cooking_01_61.png) | ![Rainwater collection factor](/w/images/7/7f/Moodle_Icon_Wet.png) | Item ID
---|---|---|---|---|---|---|---|---
![Bleach.png](/w/images/e/ea/Bleach.png) | Bottle with Water (Bleach) | 1.6  | 10  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.WaterBleachBottle
![Bowl of Water](/w/images/2/27/BowlFull_Water.png) | Bowl of Water | 1.2  | 2  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 0.5  | Base.WaterBowl
![Bucket of Water](/w/images/2/2e/MetalBucket_Water.png) | Bucket of Water | 4  | 25  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 1  | Base.BucketWaterFull
![Cooking Pot with Water](/w/images/a/a3/Pot_Water.png) | Cooking Pot with Water | 3  | 25  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 1  | Base.WaterPot
![Gardening Spray Can \(Full\)](/w/images/0/0d/TZ_GardeningSprayCan.png) | Gardening Spray Can (Full) | 1  | 10  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | farming.GardeningSprayFull
![Kettle of Water](/w/images/5/5b/Kettle.png) | Kettle of Water | 2  | 14.3  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.FullKettle
![Mug of Water](/w/images/e/ea/Mugl.png) | Mug of Water | 0.8  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.WaterMug
![Mug of Water](/w/images/a/a8/MugRed.png) | Mug of Water | 0.8  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.WaterMugRed
![Mug of Water](/w/images/4/45/MugWhite.png) | Mug of Water | 0.8  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.WaterMugWhite
![Mug of Water](/w/images/8/88/MugSpiffo.png) | Mug of Water | 0.8  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.WaterMugSpiffo
![Paint Bucket With Water](/w/images/5/51/PaintbucketEmpty.png) | Paint Bucket With Water | 4  | 24  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 1  | Base.WaterPaintbucket
![Plastic Cup of Water](/w/images/c/cd/PlasticCup.png) | Plastic Cup of Water | 0.3  | 2  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 0.2  | Base.PlasticCupWater
![Saucepan with Water](/w/images/4/45/SaucepanEmpty.png) | Saucepan with Water | 2  | 20  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 0.8  | Base.WaterSaucepan
![Teacup of Water](/w/images/e/e7/Teacup.png) | Teacup of Water | 0.4  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.1  | Base.WaterTeacup
![Tumbler of Water](/w/images/c/cd/GlassTumbler.png) | Tumbler of Water | 0.3  | 2  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.GlassTumblerWater
![WaterBottle Full.png](/w/images/e/e1/WaterBottle_Full.png) | Water Bottle | 0.8  | 10  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.WaterBottleFull
![BeerBottle.png](/w/images/3/3d/BeerBottle.png) | Water Bottle (Beer) | 0.4  | 6.25  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.BeerBottle
![Whiskey Water Full.png](/w/images/c/c0/Whiskey_Water_Full.png) | Water Bottle (Bourbon) | 0.7  | 12.5  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.WhiskeyWaterFull
![TZ MayonnaiseWFull.png](/w/images/9/9a/TZ_MayonnaiseWFull.png) | Water Bottle (Mayonnaise) | 0.5  | 6.7  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | farming.MayonnaiseWaterFull
![Pop water.png](/w/images/8/82/Pop_water.png) | Water Bottle (Orange Soda) | 0.8  | 10  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.WaterPopBottle
![TZ RemouladeWFull.png](/w/images/2/21/TZ_RemouladeWFull.png) | Water Bottle (Remoulade) | 0.5  | 6.7  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | farming.RemouladeWaterFull
![WineEmpty.png](/w/images/f/fa/WineEmpty.png) | Water Bottle (White Wine) | 1  | 12.5  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | Base.WineWaterFull
![Watering Can \(Full\)](/w/images/b/bf/TZ_WateringCan.png) | Watering Can (Full) | 4  | 40  | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Cross.png](/w/images/b/bb/UI_Cross.png) | 0.2  | farming.WateredCanFull
![Wine Glass of Water](/w/images/3/3b/GlassWine.png) | Wine Glass of Water | 0.3  | 1  | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | ![UI Tick.png](/w/images/5/57/UI_Tick.png) | 0.2  | Base.GlassWineWater

## See also

  * Water
  * Fuel

  *[UI]: User-Interface
  *[AI]: artificial intelligence

Water containers


**Health** is a basic character statistic, representing the overall physical
well-being and integrity. One's health is displayed both as a discrete bar in
the Health Panel, or as a moodle on the right side of the screen. Reaching
zero health leads to immediate and permanent death.

![](/w/images/5/5a/Health-Article-Box1.png)

In-game Health Panel - minor injuries on Left Forearm.

## The Health Panel

The characters' health is displayed in the health window, which is accessible
by clicking the heart icon on the upper left side of the screen or by pressing
`H`. Once they sustain an injury or otherwise start losing health, the heart
icon wiggles to alert the player of the condition. Depending on the source of
damage and severity of effects, it can also be accompanied by bleeding or
pain, the sound of taking damage, and the affected body part receiving an
injury of some description.

The body of the player is separated into 17 different sections:

  * Left and right foot
  * Left and right shin
  * Left and right thigh
  * Left and right hand
  * Left and right forearm
  * Left and right upper arm
  * Groin
  * Lower torso
  * Upper torso
  * Neck
  * Head

### Overall Body Status

![](/w/images/5/5c/HealthWindow.png)

Health Panel of a uninjured player.

The player's overall health is displayed qualitatively as one of the
following:

Status | Description
---|---
OK | No damage has been incurred.
Slight damage | Between 90% and 100% health.
Very Minor damage | Between 80% and 90% health.
Minor damage | Between 70% and 80% health.
Moderate damage | Between 60% and 70% health.
Severe damage | Between 50% and 60% health.
Very Severe damage | Between 40% and 50% health.
Critical damage | Between 20% and 40% health.
Highly Critical damage | Between 10% and 20% health.
Terminal damage | Between zero and 10% health.
Deceased | Zero health. - _"High chance of becoming rat food."._

## Healing

By default, the player character can recover from most injuries, provided that
they don't acquire any further damage or have any condition preventing
recovery - for example, an unbandaged and bleeding wound. The speed of
recovery is affected by Moodles. Being well-fed will speed up the recovery
while being hungry, thirsty, or catching a cold can make this process slower.
The logical conclusion is reaching extreme states like a full-blown fever, or
starvation - the character will then further lose health until either death or
the condition is cleared.

Sleeping greatly boosts health recovery rates, but injuries otherwise "cap"
health - the more numerous or severe they are, the lower health will sink back
down. For example, an upper torso fracture effectively keeps the character's
maximum health to around 60%, making them much more vulnerable to further
injury, even if they are not in any immediate danger.

### Bandaging

Any wound that breaks the skin can cause bleeding, and will need to be
bandaged with either a medical bandage, adhesive bandage or a ripped sheet,
denim strip or leather strip. An untreated open wound can become infected.
Applying a clean bandage to a wound lowers the chance of said wound becoming
infected; disinfecting the wound and then applying a sterilized bandage or
sterilized rag onto it further lowers the chance of infection, or helps clear
it in the event that it's broken out.

Over time the bandage will become dirty, which will not only negate the
previous bonuses against wound infection, but will actually increase the
chance of wound infection if kept on. This requires the character to remove
the bandage and replace it with a clean one. The type, severity of the wound,
skill level of First Aid, or if it is bleeding will dictate the speed of a
clean bandage becoming dirty.

While wounds to different body parts usually don't meaningfully differ with
regards to health loss (an arm scratch versus a torso scratch decrease health
by roughly the same amounts, disregarding the physical penalties the arm wound
imposes), neck wounds are especially dangerous. They ignore the usual damage
cap, and rapidly drain health if unbandaged. An unfortunate survivor can find
themselves dying within minutes of a scratch on the neck, unless immediately
bandaged.

![Health window displaying a bandaged arm which then turns into a dirty
bandage.](/w/images/b/b8/Health-Article-Bandaging.png)

### Infections

In-game, there are two different types of infection.

  * A wound that displays _Infected_ in the Health panel is roughly indicative of bacterial infection. In practical terms, it's a minor penalty for survivors who haven't tended to wounds properly, whether by neglecting to bandage in time, or forgetting to replace any dirty bandages with clean ones. A wound infection slightly increases the pain it causes, but doesn't penalize health, healing rate or physical ability any further.
  * The much more insidious threat is the Knox Infection, which is _not_ represented directly by any means in-game. Attacks from zombies that break the skin have a varying chance to inflict the character with this eventually fatal condition. In normal game settings, zombie bites are a guaranteed vector of transmission, while zombie lacerations and scratches merely have a chance of infecting the character. Symptoms usually manifest within a day of the injury, represented by overheating, sickness, constant stress irrespective of other Traits, and increasingly rapid loss of health over time. The Knox Infection's final outcome is unavoidable death and subsequent reanimation as a Zombie within an average of three days since infection.

### Types of injuries

Status | Symptoms | Cause | Treatment
---|---|---|---
Bitten | Moderate health loss, bleeding, and moderate pain.  | Has a chance of occurring when attacked by a zombie. Zombies have a much higher chance of delivering bites from behind their target.  | Immediate health loss is stopped with bandages, however, there is a **100% chance** the character will become infected and eventually die from zombification, unless the option is turned off in sandbox. If bites are survivable, they have a lengthy recovery period.
Bleeding | Health loss, varying depending on number of bleeding wounds.  | Can accompany _Scratched_ , _Lacerated_ , _Bitten_ , _Deep Wound_ , _Lodged Bullet_ , and _LodgedGlass Shard_.  | Applying bandages to the affected area. If left untreated, the player will continue to bleed and either be unable to recover health past a point, or deteriorate until bleeding to death.
Burn | Severe health loss and severe pain.  | Standing too close to fire.  | Treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
Deep Wound | Health loss, bleeding, and moderate pain.  | Has a chance of occurring when smashing windows with bare hands, climbing through a broken window, walking through broken glass without shoes, falling down a level, colliding with terrain/other vehicles while driving at moderate speeds (around 40-50 mph), and getting hit with an axe.  | Stitching it up with a suture needle or a needle with thread (a suture needle causes less pain). Alternatively, keeping it bandaged for ~1 month will allow the wound to heal.
Exercise Fatigue | Pain. Reduced Melee Damage and Attack Speed (if on arms), reduced speed and increased clumsiness (if on legs).  | Happens after too much exercise.  | Waiting it out. Having a high regularity delays the appearance.
Fracture | Severe health loss; reduced speed (if a leg injury), reduced combat abilities (if an arm injury), reduced endurance (if torso injury), increased fatigue (if head injury); severe pain.  | Falling from any floor higher than ground level (more likely if carrying a heavy load), collisions with terrain/other vehicles while driving at 'high' speeds (60mph+, but needs testing), and the impact of a blunt weapon.  | Creating a splint with a ripped sheet and a straight wooden item (a tree branch, sturdy stick, or plank). Fractures in certain places, like the head and torso, cannot be splinted. Comfrey poultices can aid with fracture recovery and stacks with applied splints. Having level 4 in first aid or higher helps in recovery (+250%), as well as being well fed (+30%)
Lodged Bullet | Severe health loss, bleeding, and moderate pain.  | Getting shot with firearms.  | The bullet must first be removed with either tweezers or bare hands, then treated like with a Deep Wound: (ideally) disinfected using a bottle of disinfectant or alcohol, stitched using a suture needle or needle and thread, and then bandaged.
Lodged Glass Shard | Severe health loss, bleeding, and moderate pain.  | High chance of occurring when breaking a window without having an item equipped, climbing through a broken window, picking up broken glass with bare hands or walking over broken glass without shoes.  | Much like bullets, the glass shard must be removed with tweezers or bare hands, then the Deep Wound must be treated: disinfect the wound, stitch it up, and bandage it.
Scratched | Minor health loss, bleeding, and minor pain.  | Being scratched by a zombie, smashing a window, failing to cleanly vault over fences or low obstacles while running/sprinting, picking up broken glass, colliding with terrain/other vehicles while driving, or tripping.  | Immediate health loss is stopped with bandages. If the scratch was caused by a zombie, there is a **7%** (in Build 41 and later) chance it will lead to death through zombification.
Lacerated | Moderate health loss, bleeding and moderate pain.  | Essentially a more severe form of _Scratched_. Causes are mostly the same; being lacerated by a zombie, colliding with terrain/other vehicles, tripping, etc.  | Immediate health loss is stopped with bandages \- treatment is identical to scratches. If the laceration was caused by a zombie, there is a **25%** chance it will lead to death through zombification.
Wound infection | Very minor Health loss (when unbandaged), minor pain, and moderate heal speed decrease.  | Any wounds previously sustained have a chance to become infected, whether they are open or bandaged wounds. Infection is less likely if the wound is first disinfected and then covered with a sterilized bandage. Non-zombie type injuries that are infected are 100% survivable.  | Disinfecting wounds with appropriate supplies (alcohol wipes, disinfectant, etc.), bandaging the wound with a Sterilized Bandage or Sterilized Rag, administering Antibiotics, and/or applying garlic poultice onto the wound.

### Severity (the hours it takes to heal) of injuries

Injury  | Severity  | Severity with Slow Healer  | Severity with Fast Healer
---|---|---|---
Scratch* | 7 - 15 | 15 - 25 | 4 - 10
Window scratch* | 12 - 20 | 20 - 30 | 5 - 10
Weapon scratch* | 5 - 10 | 10 - 20 | 1 - 5
Laceration* | 10 - 20 | 20 - 30 | 5 - 10
Bite | 50 - 80 | 80 - 150 | 30 - 50
Deep Wound (with/without glass) | 15 - 20 | 20 - 32 | 11 - 15
Lodged Bullet | 17 - 23 | 22 - 28 | 12 - 18
Fracture (Days to heal) | ? - 60 | ? - 140 | ? - 40
Burn** | 50 - 100 | 50 - 100 | 50 - 100

*Scratches reduce speed more than lacerations do, but tend to have less severity. As such, lacerations will still slow the character down more most of the time due to their greater severity.
**Burns do not seem to be affected by Slow/Fast Healer traits.

### Duration of food illness (in-game tick)

Normal  | Weak Stomach  | Iron Gut
---|---|---
200 - 280  | 120 - 230  | 80 - 150

### Other injuries

Some injuries in the game have additional penalties based on where or how they
occurred. Such as injuries to the legs causing the character to limp -- moving
slower than usual.

Status | Description
---|---
Back injury  | When carrying an Very Heavy Load or Extremely Heavy Load, the character's movement speed will be lowered and Health will slowly drain to 75%, and stop at that point until they carry less, leaving them more vulnerable from another source of injuries. Health will _not_ reduce from heavy loads if they are sitting down (whether on the ground, or in a vehicle). This type of injury is not otherwise distinguished in the Health panel, and has no treatment beyond dropping or transfering items to decrease encumberance.
Fall damage  | Caused by falling from heights above one floor. Damage scales with distance fallen, encumberance and any traits such as underweight. Jumping from a second-story window can cause severe damage, infected deep wounds, and possible fractures, while jumping from higher floors can result in death.
Sickness  | Caused by catching the Knox Infection, eating bad food, or drinking tainted water. Non-zombie sickness will initially slow down healing. If the sickness reaches the fever stage, the character will start losing health and may ultimately die. Wound infections can be treated with antibiotics, but colds and the Knox Infection cannot.
Lower limbs injury  | Can be caused by a crawling zombie attack, a severe car accident, falling from a building, walking on glass, climbing a window without removing the shards and from a lodged bullet. Getting damaged to the legs or feet will cause the character to limp, therefore reducing their speed and making them unable to run and sprint, making them more vulnerable from zombies, forcing them to fight instead of fleeing if they're too slow. Bandaging these wounds will slightly improve the limping speed, however, healing those parts of the body will cause a character to stop moving to heal.
Arm injuries  | Can be caused by zombie attacks, climbing through a window without removing the glass, severe car accident, and lodged bullets. Getting damaged in the arms will cause the character to deal severely reduced damage to zombies. This damage penalty affects both melee and guns, making the character almost useless in combat until the injury heals. Players can still use cars to run over zombies.

## See also

  * Medical items in all items table
  * Medical items in category listing
  * First Aid

  *[UI]: User-Interface
  *[AI]: artificial intelligence

Health