Church

General

Type

Religious building

Location

Location

Fallas Lake
Louisville
March Ridge
Muldraugh
Riverside
Rosewood
Valley Station
West Point

Building

Floor count

1-2 floors

Stairways

0-1 stairways

**Churches** are common in Knox Country, as many people sought religious
guidance through the Knox Event. Unfortunately, their prayers were never
answered.

## Locations

There are many churches in Knox Country, one being part of a cemetery and one
cathedral.

Location  |  Description  |  Coordinates
---|---|---
Fallas Lake
![Church DX.png](/w/images/thumb/3/3e/Church_DX.png/200px-Church_DX.png) | South of Fallas Lake. | 7386x8354
Louisville
![Church LV.png](/w/images/thumb/2/2d/Church_LV.png/200px-Church_LV.png) | Holy Haven Cemetary
Southern Louisville. Down the road from the Louisville border camp.Northeast of the large freeway interchange. Across the street from Bow Wow Wow! Dog Nutrition. | 12604x3366
Louisville
![Holy Light Baptist Church.png](/w/images/thumb/f/f4/Holy_Light_Baptist_Church.png/200px-Holy_Light_Baptist_Church.png) | Holy Light Baptist Church | 12400x1935
Louisville
![Church of the Risen Christ.png](/w/images/thumb/4/42/Church_of_the_Risen_Christ.png/200px-Church_of_the_Risen_Christ.png) | Church of the Risen Christ, with a cemetery. Across the street from Phil's Fine and Fair Pawn Shop and O'Briens Kitchen. | 12401x1470
Louisville
![St Michael's Cathederal Entrance.png](/w/images/thumb/b/bc/St_Michael%27s_Cathederal_Entrance.png/200px-St_Michael%27s_Cathederal_Entrance.png) | St. Michaels Cathederal. Across the street from Bateman Office Building, Cafe Ole & High Street Apartments. | 12761x1421
Louisville
![St. Vincent De Paul Church.png](/w/images/thumb/5/5f/St._Vincent_De_Paul_Church.png/200px-St._Vincent_De_Paul_Church.png) | St. Vincent De Paul Church | 12879x2851
Muldraugh
![Church MD.png](/w/images/thumb/4/4b/Church_MD.png/200px-Church_MD.png) | Holy Grace Church
West of the gated community. | 10767x10176
Riverside
![Church RS.png](/w/images/thumb/8/8b/Church_RS.png/200px-Church_RS.png) | In the suburbs. | 6556x5308
Rosewood
![Church RW.png](/w/images/thumb/2/2b/Church_RW.png/200px-Church_RW.png) | Rosewood Christian Church
In the suburbs. | 8124x11552
Valley Station
![Church VS.png](/w/images/thumb/a/a5/Church_VS.png/200px-Church_VS.png) | Sacred Flame Church
Next to the elementary school. | 12853x4960
Valley Station
![Church VS2.png](/w/images/thumb/2/22/Church_VS2.png/200px-Church_VS2.png) | Eternal Light Chapel
At the east outskirts. | 14542x4973
West Point
![Church WP.png](/w/images/thumb/4/42/Church_WP.png/200px-Church_WP.png) | In the downtown. | 11972x6997
West Point
![Church WP2.png](/w/images/thumb/3/38/Church_WP2.png/200px-Church_WP2.png) | Across the street from a farm. With a cemetery. In a residential neighborhood. | 11090x6716
Louisville
![Bible spirit baptist church.png](/w/images/thumb/4/45/Bible_spirit_baptist_church.png/200px-Bible_spirit_baptist_church.png) | Bible Spirit Baptist Church | 12910x3028
Muldraugh
![First baptist chapel.png](/w/images/thumb/d/dd/First_baptist_chapel.png/200px-First_baptist_chapel.png) | First Baptist Chapel | 10721x9712
Western outskirts
![Church on outskirts.png](/w/images/thumb/5/51/Church_on_outskirts.png/200px-Church_on_outskirts.png) | Work in progress location. | 2074x6010
March Ridge
![Church march ridge.png](/w/images/thumb/2/27/Church_march_ridge.png/200px-Church_march_ridge.png) | In the suburbs. | 10324x12790

## Loot

There isn't much to be found in most churches, but there is usually lots of
wooden furniture to break down to train your carpentry skill. However, some do
have smaller buildings nearby that contain kitchens and some food items.

## Trivia

  * While graveyards are often portrayed as sources of zombies in pop culture, no such threat exists in Project Zomboid.

## Gallery

  * ![God save us sign](/w/images/thumb/e/ee/God_save_us_church.png/98px-God_save_us_church.png)

_God save us_ sign

  * ![Fallas Lake church, full property with all of Fallas Lake](/w/images/thumb/2/24/Fallas_lake_church_full_property_with_entire_lake.png/120px-Fallas_lake_church_full_property_with_entire_lake.png)

Fallas Lake church, full property with all of Fallas Lake

## See also

  * Cemetery

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
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads-up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Church


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

Navigation:Project Zomboid>Game mechanics>Crafting>Electrical (crafting)

Electrical

CraftingGeneralSurvivalistCarpentryCookingElectricalHealthMetalworkingFarmingFishingTrapper

* * *

**Electrical** recipes involve dismantling electronics, crafting communicative
devices, engineering bombs and weapons, and upgrading bombs.

## Crafting gear

### Tools

![Handsaw.png](/w/images/4/46/Handsaw.png)
Garden Saw | ![Hacksaw.png](/w/images/b/b6/Hacksaw.png)
Saw | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
---|---|---

### Magazines

Magazine  | Recipe(s)
---|---
![Electronics Magazine Vol.1](/w/images/8/8e/MagazineElectronics01.png) _Electronics Magazine Vol.1_ | Make Remote Controller V1
Make Remote Controller V2
Make Remote Controller V3
![Electronics Magazine Vol.2](/w/images/9/9b/MagazineElectronics03.png)
_Electronics Magazine Vol.2_ | Make Timer
Add Timer
![Electronics Magazine Vol.2](/w/images/2/22/MagazineElectronics04.png)
_Electronics Magazine Vol.2_ | Add Motion Sensor V1
Add Motion Sensor V2
Add Motion Sensor V3
![Electronics Magazine Vol.4](/w/images/9/9b/MagazineElectronics03.png)
_Electronics Magazine Vol.4_ | Make Crafted Trigger
Add Crafted Trigger
![Engineer Magazine Vol.1](/w/images/7/76/MagazineMechanics.png)
_Engineer Magazine Vol.1_ | Make Noise Maker
![Engineer Magazine Vol.2](/w/images/7/76/MagazineMechanics.png)
_Engineer Magazine Vol.2_ | Make Smoke Bomb
![Guerilla Radio Vol.1](/w/images/8/8e/MagazineElectronics01.png)
_Guerilla Radio Vol.1_ | Craft Radio
![Guerilla Radio Vol.2](/w/images/8/8e/MagazineElectronics01.png)
_Guerilla Radio Vol.2_ | Craft Makeshift Walkie Talkie
![Guerilla Radio Vol.13](/w/images/8/8e/MagazineElectronics01.png)
_Guerilla Radio Vol.3_ | Craft Makeshift Ham Radio

## Recipes

### Dismantling

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png)
Scrap Electronics | One of:
![CordlessPhone.png](/w/images/thumb/7/75/CordlessPhone.png/16px-
CordlessPhone.png) Cordless Phone ×1
![DigitalWatch.png](/w/images/thumb/2/28/DigitalWatch.png/16px-
DigitalWatch.png) Digital Watch ×1
![Earbuds.png](/w/images/thumb/0/0f/Earbuds.png/16px-Earbuds.png) Earbuds ×1
![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
![Headphones.png](/w/images/thumb/0/0f/Headphones.png/16px-Headphones.png)
Headphones ×1
![VideoGame.png](/w/images/thumb/7/7a/VideoGame.png/16px-VideoGame.png) Video Game ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png)
Scrap Electronics | ![CDplayer.png](/w/images/9/99/CDplayer.png) ValuTech PortaDisc ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![MotionSensor.png](/w/images/a/a2/MotionSensor.png)
Motion Sensor | ![HomeAlarm.png](/w/images/0/0d/HomeAlarm.png) Home Alarm ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![Amplifier.png](/w/images/3/3c/Amplifier.png)
Amplifier | ![Speaker.png](/w/images/a/a8/Speaker.png) Speaker ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![Receiver.png](/w/images/b/bc/Receiver.png)
Receiver | ![Remote.png](/w/images/a/a3/Remote.png) TV Remote ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png)
Scrap Electronics | One of:
![Radio.png](/w/images/thumb/3/31/Radio.png/16px-Radio.png) Valutech Radio ×1
![Radio.png](/w/images/thumb/3/31/Radio.png/16px-Radio.png) Premium Technologies Radio ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png)
Scrap Electronics | One of:
![Television.png](/w/images/thumb/7/75/Television.png/16px-Television.png)
Antique Television ×1
![Television.png](/w/images/thumb/7/75/Television.png/16px-Television.png)
ValuTech Television ×1
![Television.png](/w/images/thumb/7/75/Television.png/16px-Television.png) Premium Technologies Television ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

![ElectronicsParts.png](/w/images/6/6b/ElectronicsParts.png)
Scrap Electronics | One of:
![HamRadioCivilian.png](/w/images/thumb/8/8a/HamRadioCivilian.png/16px-
HamRadioCivilian.png) Premium Technologies Ham Radio ×1
![HamRadioMilitary.png](/w/images/thumb/3/3a/HamRadioMilitary.png/16px-HamRadioMilitary.png) US Army Ham Radio ×1 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| _none_ | _none_ | 0.5 Electrical

### Components

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png)
Crafted Trigger | One of:
![RadioReceiver.png](/w/images/thumb/e/e0/RadioReceiver.png/16px-
RadioReceiver.png) Radio Receiver ×1
![Receiver.png](/w/images/thumb/b/bc/Receiver.png/16px-Receiver.png) Receiver
×1
Each of:
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![Glue.png](/w/images/d/d4/Glue.png) Glue ×2 unit(s) | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| Electrical 2
(and)
![MagazineElectronics04.png](/w/images/2/22/MagazineElectronics04.png)
Electronics Magazine Vol.4 | _none_ | _none_

![TimerCrafted.png](/w/images/1/13/TimerCrafted.png)
Crafted Timer | One of:
![AlarmClock.png](/w/images/thumb/5/5a/AlarmClock.png/16px-AlarmClock.png)
Alarm Clock ×1
![Timer.png](/w/images/thumb/b/bf/Timer.png/16px-Timer.png) Timer ×1
Each of:
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×1
![Glue.png](/w/images/d/d4/Glue.png) Glue ×1 unit(s) | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| Electrical 1
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![RemoteCrafted.png](/w/images/c/cc/RemoteCrafted.png)
Remote Controller V1 | ![Remote.png](/w/images/a/a3/Remote.png) TV Remote ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![Glue.png](/w/images/d/d4/Glue.png) Glue ×2 unit(s) | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| Electrical 2
(and)
![MagazineElectronics01.png](/w/images/8/8e/MagazineElectronics01.png)
Electronics Magazine Vol.1 | _none_ | _none_

![RemoteCrafted.png](/w/images/c/cc/RemoteCrafted.png)
Remote Controller V2 | ![Remote.png](/w/images/a/a3/Remote.png) TV Remote ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![Glue.png](/w/images/d/d4/Glue.png) Glue ×2 unit(s) | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| Electrical 4
(and)
![MagazineElectronics01.png](/w/images/8/8e/MagazineElectronics01.png)
Electronics Magazine Vol.1 | _none_ | _none_

![RemoteCrafted.png](/w/images/c/cc/RemoteCrafted.png)
Remote Controller V3 | ![Remote.png](/w/images/a/a3/Remote.png) TV Remote ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![Glue.png](/w/images/d/d4/Glue.png) Glue ×2 unit(s) | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
| Electrical 6
(and)
![MagazineElectronics01.png](/w/images/8/8e/MagazineElectronics01.png)
Electronics Magazine Vol.1 | _none_ | _none_

### Communication

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![Radio.png](/w/images/3/31/Radio.png)
Makeshift Radio | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics ×2
![Amplifier.png](/w/images/3/3c/Amplifier.png) Amplifier ×1
![LightBulb.png](/w/images/b/b0/LightBulb.png) Light Bulb ×1
![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) Radio Receiver ×1
![ElectricWire.png](/w/images/a/a7/ElectricWire.png) Electric Wire ×1
![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×2 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
|
![MagazineElectronics01.png](/w/images/8/8e/MagazineElectronics01.png)
Guerilla Radio vol.1 | _none_ | _none_

![WalkieTalkieBudget.png](/w/images/6/69/WalkieTalkieBudget.png)
Makeshift Walkie Talkie | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics ×3
![Amplifier.png](/w/images/3/3c/Amplifier.png) Amplifier ×1
![LightBulb.png](/w/images/b/b0/LightBulb.png) Light Bulb ×1
![LightBulbGreen.png](/w/images/4/49/LightBulbGreen.png) Green Light Bulb ×1
![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) Radio Transmitter ×1
![ElectricWire.png](/w/images/a/a7/ElectricWire.png) Electric Wire ×2
![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×3 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
|
![MagazineElectronics04.png](/w/images/2/22/MagazineElectronics04.png)
Guerilla Radio vol.2 | _none_ | _none_

![HamRadioCivilian.png](/w/images/8/8a/HamRadioCivilian.png)
Makeshift Radio | ![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics ×4
![Amplifier.png](/w/images/3/3c/Amplifier.png) Amplifier ×1
![LightBulb.png](/w/images/b/b0/LightBulb.png) Light Bulb ×1
![LightBulbGreen.png](/w/images/4/49/LightBulbGreen.png) Green Light Bulb ×1
![RadioReceiver.png](/w/images/e/e0/RadioReceiver.png) Radio Transmitter ×1
![ElectricWire.png](/w/images/a/a7/ElectricWire.png) Electric Wire ×3
![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×4 | ![Screwdriver.png](/w/images/1/1d/Screwdriver.png)
Screwdriver
|
![MagazineMechanics.png](/w/images/7/76/MagazineMechanics.png)
Guerilla Radio vol.3 | _none_ | _none_

### Engineering

#### Constructing

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png)
Aerosol Bomb | ![Hairspray.png](/w/images/e/ea/Hairspray.png) Hairspray ×1
![Sparklers.png](/w/images/a/ae/Sparklers.png) Box of Sparklers ×1
![Aluminum.png](/w/images/b/ba/Aluminum.png) Aluminum ×1 | _none_ |
![Profession engineer.png](/w/images/c/cd/Profession_engineer.png)
Engineer occupation | _none_ | _none_

![BottleWithGas.png](/w/images/5/56/BottleWithGas.png)
Fire Bomb | ![WaterBottle Empty.png](/w/images/5/50/WaterBottle_Empty.png) Empty Bottle ×1
![Petrol.png](/w/images/9/97/Petrol.png) Gas Can ×4 unit(s)
![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets ×1 | _none_ |
![Profession engineer.png](/w/images/c/cd/Profession_engineer.png)
Engineer occupation | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Noise Maker | ![Amplifier.png](/w/images/3/3c/Amplifier.png) Amplifier ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics ×7 | _none_ | Electrical 3
(and)
![MagazineMechanics.png](/w/images/7/76/MagazineMechanics.png)
Engineer Magazine Vol.1 | _none_ | _none_

![PipeBomb.png](/w/images/1/1b/PipeBomb.png)
Pipe Bomb | ![MetalTube.png](/w/images/b/bc/MetalTube.png) Metal Pipe ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![GunpowderJar.png](/w/images/e/e9/GunpowderJar.png) Gunpowder ×20 unit(s)
![Twine.png](/w/images/5/50/Twine.png) Twine ×1 unit(s) |
![Handsaw.png](/w/images/4/46/Handsaw.png)
Saw (tag) |
![Profession engineer.png](/w/images/c/cd/Profession_engineer.png)
Engineer occupation | _none_ | _none_

![Smokebomb.png](/w/images/8/82/Smokebomb.png)
Smoke Bomb | ![Coldpack.png](/w/images/e/ec/Coldpack.png) Cold Pack ×1
![Newspaper.png](/w/images/4/4f/Newspaper.png) Newspaper ×2
![Rag.png](/w/images/3/34/Rag.png) Ripped Sheets ×1 | _none_ |
![Profession engineer.png](/w/images/c/cd/Profession_engineer.png)
Engineer occupation
(or)
![MagazineMechanics.png](/w/images/7/76/MagazineMechanics.png)
Engineer Magazine Vol.2 | _none_ | _none_

#### Upgrading (401−500)

Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png)
Aerosol Bomb with Timer | ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) Aerosol Bomb ×1
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) Crafted Timer ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png)
Aerosol Bomb with Sensor (V1) | ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) Aerosol Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png)
Aerosol Bomb with Sensor (V1) | ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) Aerosol Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png)
Aerosol Bomb with Sensor (V3) | ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) Aerosol Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![AerosolbombTimer.png](/w/images/2/20/AerosolbombTimer.png)
Remote Aerosol Bomb | ![Aerosolbomb.png](/w/images/f/f9/Aerosolbomb.png) Aerosol Bomb ×1
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) Crafted Trigger ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![FireBomb.png](/w/images/8/81/FireBomb.png)
Fire Bomb with Timer | ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) Fire Bomb ×1
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) Crafted Timer ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![FireBomb.png](/w/images/8/81/FireBomb.png)
Fire Bomb with Sensor (V1) | ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) Fire Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![FireBomb.png](/w/images/8/81/FireBomb.png)
Fire Bomb with Sensor (V2) | ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) Fire Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 4
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![FireBomb.png](/w/images/8/81/FireBomb.png)
Fire Bomb with Sensor (V3) | ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) Fire Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![FireBomb.png](/w/images/8/81/FireBomb.png)
Remote Fire Bomb | ![BottleWithGas.png](/w/images/5/56/BottleWithGas.png) Fire Bomb ×1
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) Crafted Trigger ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Noise Generator with Timer | ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) Noise Maker ×1
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) Crafted Timer ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Noise Generator with Sensor (V1) | ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) Noise Maker ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Noise Generator with Sensor (V2) | ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) Noise Maker ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 4
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Noise Generator with Sensor (V3) | ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) Noise Maker ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![NoiseMaker.png](/w/images/6/65/NoiseMaker.png)
Remote Noise Generator | ![NoiseMaker.png](/w/images/6/65/NoiseMaker.png) Noise Maker ×1
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) Crafted Trigger ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![PipeBombTimer.png](/w/images/1/13/PipeBombTimer.png)
Pipe Bomb with Timer | ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) Pipe Bomb ×1
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) Crafted Timer ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![PipeBombTimer.png](/w/images/1/13/PipeBombTimer.png)
Pipe Bomb with Sensor (V1) | ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) Pipe Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![PipeBombTimer.png](/w/images/1/13/PipeBombTimer.png)
Pipe Bomb with Sensor (V2) | ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) Pipe Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 4
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![PipeBombTimer.png](/w/images/1/13/PipeBombTimer.png)
Pipe Bomb with Sensor (V3) | ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) Pipe Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![PipeBombTimer.png](/w/images/1/13/PipeBombTimer.png)
Remote Pipe Bomb | ![PipeBomb.png](/w/images/1/1b/PipeBomb.png) Pipe Bomb ×1
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) Crafted Trigger ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png)
moke Bomb with Timer | ![Smokebomb.png](/w/images/8/82/Smokebomb.png) Smoke Bomb ×1
![TimerCrafted.png](/w/images/1/13/TimerCrafted.png) Crafted Timer ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png)
moke Bomb with Sensor (V1) | ![Smokebomb.png](/w/images/8/82/Smokebomb.png) Smoke Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 2
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_

![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png)
moke Bomb with Sensor (V2) | ![Smokebomb.png](/w/images/8/82/Smokebomb.png) Smoke Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×3
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 4
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png)
moke Bomb with Sensor (V3) | ![Smokebomb.png](/w/images/8/82/Smokebomb.png) Smoke Bomb ×1
![MotionSensor.png](/w/images/a/a2/MotionSensor.png) Motion Sensor ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×4
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics03.png](/w/images/9/9b/MagazineElectronics03.png)
Electronics Magazine Vol.3 | _none_ | _none_

![SmokebombTimer.png](/w/images/3/30/SmokebombTimer.png)
Remote Smoke Bomb | ![Smokebomb.png](/w/images/8/82/Smokebomb.png) Smoke Bomb ×1
![TriggerCrafted.png](/w/images/b/b8/TriggerCrafted.png) Crafted Trigger ×1
![ElectronicsScrap.png](/w/images/8/83/ElectronicsScrap.png) Scrap Electronics
×2
![DuctTape.png](/w/images/9/93/DuctTape.png) Duct Tape ×1 unit(s) | _none_ | Electrical 6
(and)
![MagazineElectronics02.png](/w/images/d/d6/MagazineElectronics02.png)
Electronics Magazine Vol.2 | _none_ | _none_
  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads-up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Electrical (crafting)


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.

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about thetiles that can store items. For player containers, see bags._

![](/w/images/thumb/b/bc/ContainersScreenshot.png/480px-
ContainersScreenshot.png)

Screenshot of various containers as they appear in-game.

**Containers** are pieces of tiles located throughout Project Zomboid's
various locations, including Knox County (Pre-0.2.0r). The key difference
between a container and other furniture pieces like chairs, tables and so
forth, is that they have their own dedicated inventory. Allowing the player to
drop off and organize items, lightening the player's load and allowing them to
scout and scavenge easier. Placing more than one of the same item inside a
container will automatically stack them into the same slot, decluttering the
inventory menu.

## Container window

![](/w/images/2/2f/ContainerUI_Marked.png)

The container window as displayed in-game. Explanation of numbers are to the
left.

To the right is an image displaying the container window. In order to show
this window, the player can either _left-click_ the container, or _mouse
hover_ over the proximity/container window, which is displayed at the top of
the screen by default. Or if it isn't visible, pressing the `I` key will
toggle it on or off.
Just like the player's inventory, the container window is separated into three
categorical columns; the icon of the item, the type (name of the item), and
category (e.g., literature or food).

Below is a description explaining each component of the container window;
numbers are paired with those displayed on the image to the right.

  1. Containers can hold any type of item, however, only up to their encumbrance capacity. This functionality is similar to how bags can only hold a certain encumbrance limit. The two numbers display the _current (0.9)_ and the _maximum (20)_ encumbrance.
  2. The rightmost column displays the loot panel. The loot panel shows every container and cupboard within arm's reach of your character. Clicking on each will reveal the items inside. Items that have been placed nearby on the floor will also be visible.
  3. Clicking "Loot All" will move all the contents of a container into your inventory. Moving/turning away will cancel this action. You can also drag and drop stacks of items.
  4. Items are listed in a hierarchical manner, decluttering the player's inventory list by stacking similar items together. To view a particular stack of items, the player can _left-click_ the small arrow, presenting them with a darkened overlay. This can be especially helpful when the player has items of different levels/durability, such as a half full water bottle and a full one. All item stacks can also be displayed or hidden by clicking one of the two boxes at the top of this category.

### Container icons

![Cabinet](/w/images/3/30/Container_Cabinet.png) = Cabinet
![Campfire](/w/images/4/49/Container_Campfire.png) = Campfire
![Clothing Dryer](/w/images/8/8c/Container_ClothingDryer.png) = Clothing Dryer
![Counter](/w/images/1/13/Container_Counter.png) = Counter
![Crate](/w/images/7/7c/Container_Crate.png) = Crate
![Drawer](/w/images/f/f7/Container_Drawer.png) = Drawer
![floor](/w/images/8/81/Container_Floor.png) = Floor
![Freezer](/w/images/d/d2/Container_Freezer.png) = Freezer
![Fridge](/w/images/5/58/Container_Fridge.png) = Fridge  | ![Garbage](/w/images/5/53/Container_Garbage.png) = Garbage
![Mail Box](/w/images/6/6f/Container_MailBox.png) = Mail Box
![Medicine](/w/images/6/60/Container_Medicine.png) = Medicine
![Microwave](/w/images/1/13/Container_Microwave.png) = Microwave
![Oven](/w/images/e/e6/Container_Oven.png) = Oven
![Plant](/w/images/a/a8/Container_Plant.png) = Plant
![Shelf](/w/images/d/d1/Container_Shelf.png) = Shelf
![Vending](/w/images/3/31/Container_Vendingt.png) = Vending
![Washing Machine](/w/images/0/0d/Container_ClothingWasher.png) = Washing Machine  | ![Glove Box](/w/images/e/e5/Container_GloveCompartment.png) = Glove Box
![Seat](/w/images/9/94/Container_CarSeat.png) = Seat
![Truck Bed](/w/images/3/34/Container_TruckBed.png) = Truck Bed
![Trunk](/w/images/0/0c/Container_CarTrunk.png) = Trunk  | ![Female Corpse](/w/images/8/80/Container_DeadPerson_Female.png) = Female Corpse
![Female Zombie Corpse](/w/images/c/cb/Container_DeadPerson_FemaleZombie.png)
= Female Zombie Corpse
![Male Corpse](/w/images/5/55/Container_DeadPerson_Male.png) = Male Corpse
![Male Zombie Corpse](/w/images/c/c4/Container_DeadPerson_MaleZombie.png) =
Male Zombie Corpse
---|---|---|---

## Types of containers

### Refrigerator

    _See more:Refrigerators_

A refrigerator is a container that slows the rate in which perishable foods
spoil, whilst they're stored inside. This functionality will work so long as
there is a source of power connected. Most have both a fridge and freezer
container, however some will only have a fridge or freezer.

  * Fridge slows the rate in which perishable foods spoil by 5 times.
  * Freezer slows the rate in which perishable foods spoil by 25 times.

**Fridge model variants** ![IndustrialFridge
Large.gif](/w/images/6/61/IndustrialFridge_Large.gif)
_Large Fridge_ | ![IndustrialFridge.gif](/w/images/c/c1/IndustrialFridge.gif)
_Industrial Fridge_ | ![Fridge.png](/w/images/6/66/Fridge.png)
_Steel Fridge_ | ![Refrigirator.png](/w/images/9/99/Refrigirator.png)
_Plain Fridge_ | ![IceBox.png](/w/images/9/9a/IceBox.png)
_Popsicle Fridge_ | ![FridgeMini.png](/w/images/5/51/FridgeMini.png)
_Mini Fridge_
---|---|---|---|---|---

* * *

### Ovens

    _See more:Ovens_

Ovens are a heat source that is typically used for cooking. The oven,
microwave and antique oven can be found inside kitchens of houses, restaurants
and staffrooms. The propane barbecue and charcoal barbecue can be outside
certain houses or in picnic areas. The campfire cannot be found naturally,
requiring the player to build one using a campfire kit, which can be crafted
or spawn inside certain containers. Each oven has a particular source of fuel
that they require in order to function, this fuel may vary between ovens. The
main fuel types are electricity, propane, petrol, charcoal and wood or other
burnable material. For more info about each oven type, see the Heat source
article.

**Oven model variants** ![Microwave
Oven.png](/w/images/a/a0/Microwave_Oven.png)
_Chrome Microwave_ | ![Oven.png](/w/images/4/46/Oven.png)
_Modern Oven_ | ![IndustrialOven.png](/w/images/6/6e/IndustrialOven.png)
_Industrial Oven_ | ![IndustrialOven Large.png](/w/images/7/72/IndustrialOven_Large.png)
_Large Modern Oven_ | ![Antique Oven.png](/w/images/1/10/Antique_Oven.png)
_Antique Oven_ | ![Fireplace.gif](/w/images/7/7f/Fireplace.gif)
_Fireplace_ | ![BBQ big.png](/w/images/f/f0/BBQ_big.png)
_Propane Barbecue_ | ![BBQ small.png](/w/images/5/58/BBQ_small.png)
_Charcoal Barbecue_ | ![Campfire.png](/w/images/0/01/Campfire.png)
_Campfire_
---|---|---|---|---|---|---|---|---

* * *

### Counters

    _See more:Counters_

Counters are a flat-topped work surface (with the exception of floating
counters) with cupboards. All counter variations have a weight capacity of 50.

##### Kitchen counter

A kitchen counter can be found inside the kitchens of houses and restaurants.
They will usually contain various types of cooking utensils and food. They may
also contain seeds, dead mice or rats, dish towels or a mop. The item
distribution will vary depending on the kitchen type, a few examples include:
Burgers, Spiffo's, Pile-o-Crepe, Bakery, Pizza, Cafe and more. _Survivor
houses_ , or houses with barricades on the doors and windows, will contain
much more non-perishable food, like canned foods, or a shotgun and ammo.

##### Shop counter

A shop counter can be found inside various shops, often having a cash register
on top of one. They will usually contain basic literature, stationery items
and tote bags. Some stores these can be found in include: Furniture, Theatre,
Clothing, Gift, along with more. There are also some stores that contain a set
of items unique to their shop type, some include: Electronics, Bar, Pharmacy,
Gun, Hair Salon or Tattoo Parlor, Laundromat, Convenience, Gas and more.

##### Bathroom counter

Bathroom counters can contain a range of junk items along with sheets, bath
towels, tissues, bleach, medical items and more.

##### Occupation counter

Occupation counters can be found randomly inside a normal house. The kitchen
counters will have a range of items belonging to a specific occupation. The
occupations that are randomly chosen between are Carpenter, Electrician,
Farmer or Nurse.

##### Steel Counter

A steel counter is an industrial variant of the standard counter, therefore
will contain items typically found inside storage rooms and warehouses. Some
items include carpentry tools, metalworking tools and various materials. An
exception to this includes steel counters found inside a medical clinic, which
can contain various kinds of medical items and walkie talkies. A steel counter
can be crafted by the player at level 5 metalworking.

**Counter model variants** ![Cream
Cupboard.png](/w/images/a/af/Cream_Cupboard.png)
_Cream Counter_ | ![MetalCounter.png](/w/images/d/d7/MetalCounter.png)
_Metal/Steel Counter_ | ![BarCounter.png](/w/images/6/6b/BarCounter.png)
_Bar Counter_ | ![FloatingCupboard.png](/w/images/e/e4/FloatingCupboard.png)
_Floating Counter_
---|---|---|---

* * *

### Dressers

    _See more:Dressers_

Bedroom storage includes wardrobes and drawers, which are usually, but not
always, frequently found inside the bedrooms of houses and motels/hotels.

##### Wardrobe and drawers

While wardrobes and drawers usually stay in the bedroom, wardrobes may also be
found throughout the house, particularly in the living room. Wardrobes and
drawers have identical item distribution, however will vary slightly between
being in the bedroom and not. Both locations can have clothing, pillows, bags,
baseball bat and more. Some examples of the distribution differences include:
candles, sleeping tablets and walkie talkies are not in the bedroom, while
ValuTech PortaDiscs, alarm clock and HAM radios are.

##### Small table

Small tables differ from wardrobes and drawers as they have a separate item
distribution and can be found throughout the house differing depending on
where they're found. All small tables can include any of the civilian radios
and walkie talkies. Those found in bedrooms mostly contain household
electrical appliances and magazines, whereas outside the bedroom, they can
contain skill books, reading material, house keys, maps, TV remotes, home
alarms and more.

**Household Storage model variants**
![SideTable.png](/w/images/0/0b/SideTable.png)
_Small Table_ | ![Drawers.png](/w/images/f/f2/Drawers.png)
_Bedroom Drawers_ | ![FancyDrawers.png](/w/images/9/97/FancyDrawers.png)
_Dark Fancy Drawers_ | ![MirrorDrawers.png](/w/images/b/ba/MirrorDrawers.png)
_Mirror and Drawers_ | ![FancyWardrobe.png](/w/images/8/8c/FancyWardrobe.png)
_Fancy Wardrobe_ | ![Wardrobe.png](/w/images/1/15/Wardrobe.png)
_Large Wardrobe_
---|---|---|---|---|---

* * *

### Shelves

    _See more:Shelves_

Shelves are the most common container as they can be found in almost every
building type, with many different variants.

##### Wooden shelves

Wooden shelves can be found in most types of buildings, a few examples
include: gas stations, tool stores, bars, pharmacies/medical clinics, clothing
stores, restaurants, kitchens, among many others. The contents of a wooden
shelf can differ dramatically and will usually stick with the theme of the
building or room type, for example, electronics store shelves can have
batteries, headphones and Electronics Magazines; or a gas station may have
chips, lighters and car batteries. Inside houses however, they are usually
found inside the kitchen, containing bowls, radios, literature, salt and
pepper.

##### Metal Shelves

Metal shelves are an industrial variant, _usually_ coming in one of three
content categories: construction, firearms and mechanical. The construction
shelves are the most common, containing tools, like hammers and screwdrivers;
materials, like nails and glue; or electricals such as, radios and walkie
talkies. This type of metal shelf can be found inside tool sheds, garages and
warehouses. Firearm shelves can contain all kinds of firearms, ammo and
tactical radios, depending on the building type they're found in. These
shelves are found in police stations and gun stores, however police stations
will not have varmint rifles or hunting rifles. Mechanical shelves can contain
all vehicle parts, tools, mechanic magazines and skill books, these will be
found in mechanic shops and gas stations.

##### Bookshelf

Bookshelves are commonly found inside houses or in abundance within libraries
and bookstores. They are the best source of skill books, or much more
commonly, books. It is also possible to find other literature items, such as
newspapers, magazines, journals, empty notebooks, sheets of paper, recipe
magazines and even radios. With a high enough carpentry skill and the correct
equipment, it is possible for the player to construct a small and a large
bookcase.

##### Magazine shelf

Magazine shelves are usually the best place to find recipe magazines, however
this isn't always the case. For example, corner stores will only have books,
normal magazines and newspapers, while a grocery store will have normal
magazines, newspapers and maps. Recipe magazines will also not appear inside
gas station magazine shelves, however they are a very good place to find maps.
NOTE: This item cannot be picked up or placed.

##### Shop shelves

Shop shelves come in many variations in both the model and contents, which
depend on the shop type. The item distribution will correspond to the store
they're found in, however the distribution can vary substantially between
similar store types, for example a zippee store and the average convenience
store has similar but different items that can spawn on the shelves. A few
examples include: tool stores which can have various carpentry, metalworking,
fishing, farming and mechanics items; bar shelves often have alcohol and
cigarettes; Pharmacies will have all types of medical supplies, gift stores
will have various kinds of junk items, candles and stationery.

**Shelf model variants**
![SmallBookshelf.gif](/w/images/f/f2/SmallBookshelf.gif)
_Small Bookshelf_ | ![Bookshelf.gif](/w/images/3/3e/Bookshelf.gif)
_Bookshelf_ | ![MetalShelves Small.gif](/w/images/4/4d/MetalShelves_Small.gif)
_Metal Wall Shelves_ | ![MetalShelves Large.gif](/w/images/2/2f/MetalShelves_Large.gif)
_Large Metal Shelves_ | ![WoodenWallShelves.gif](/w/images/e/e6/WoodenWallShelves.gif)
_Wooden Wall Shelves_ | ![WoodenWallShelf.gif](/w/images/8/8d/WoodenWallShelf.gif)
_Wooden Wall Shelf_ | ![BarShelf.gif](/w/images/6/66/BarShelf.gif)
_Bar Shelf_ | ![MagsDisplay.gif](/w/images/e/e2/MagsDisplay.gif)
_Magazine Shelf_
---|---|---|---|---|---|---|---

* * *

### Desks

    _See more:Desks_

Desks are fairly abundant throughout Knox Country, appearing in houses,
offices and schools.

##### Office desk

Office desks are a two tile wide object with only one container, which is
always on the tile with the _drawers_ , therefore desks without a drawer will
not have a container. Office desks can be found in the office of a house,
bank, factory, school and many other building types. A large variety of items
can be found inside an office desk, such as stationery items, confectionary
food, pills, cigarettes, along with many more. The office desk only has a
weight capacity of 20, being a fairly poor 2 tile wide storage container.

##### School desk

School Desks are found exclusively inside schools, with many lined up in rows
inside a classroom. They take up a single tile and have a weight capacity of
50, being far superior to the standard office desk. The school desk has a
shorter, yet differing list of spawnable items than the office desk, including
ValuTech PortaDiscs, walkie talkies, basic literature and more.

**Desk model variants** ![Desk.png](/w/images/6/6a/Desk.png)
_Office Desk_ | ![DeskSchool.png](/w/images/3/3d/DeskSchool.png)
_School Desk_
---|---

* * *

### Cabinets

    _See more:Cabinets_

##### File cabinet

File cabinets can be found inside the office of many different building types.
They have no requirements to move, weight 12 and a capacity of 15. Have chance
to spawn: sheet of paper, magazine, newspaper, book, comic book, notebook.

##### Medicine cabinet

The medicine cabinet will typically contain various medical items, however the
distribution can vary somewhat between buildings. A medicine cabinet inside a
bathroom has a fairly small chance of having medical items and is more likely
to contain items like sheets, bleach, bath towels and hairspray. However, a
medicine cabinet found inside a survivor house or nurse's bathroom will not
contain these same items and is much more likely to contain medical items, and
at a much higher quantity. Has capacity of 10, weight 7.5 and need Carpentry
level 2 and Hammer to move.

**Cabinet model variants** ![Medicine
Cabinet.png](/w/images/8/84/Medicine_Cabinet.png)
_Medicine Cabinet_ | ![FilingCabinet.png](/w/images/2/29/FilingCabinet.png)
_White File Cabinet_ | ![FilingCabinet2.png](/w/images/a/ae/FilingCabinet2.png)
_Grey File Cabinet_
---|---|---

* * *

### Lockers

    _See more:Lockers_

##### Small chest

The small chest has the same item distribution as the large locker found in
schools. Small chests can be found in military bases and some tiny houses. It
has a considerably lower storage space than the large locker, with a weight
capacity of just 10.

##### Small locker

A small locker can be crafted with metalworking at level 6, however it appears
naturally inside gun stores, hunting stores and the armory of police stations
and the jail. Small lockers in gun stores can contain every possible firearm,
ammo and weapon modifications, along with the hunting knife, axe, gunpowder
and military grade comms. Hunting stores will stock exclusively the hunting
rifle, varmint rifle and shotgun, along with the relevant ammo. Whereas
armouries will never contain rifles or weapon modifications. Small lockers
will also be found throughout Knox Country inside various garages and tool
sheds. However, these will only contain tools and crafting materials.

##### Blue/yellow locker

The large locker can come in two variants, yellow and blue, and is found
inside schools, fire stations, police stations, factories, and similar
locations. Lockers inside changing rooms will often contain clothing and bags,
however they may also contain a baseball bat, electricals and 9mm rounds.
Similarly, lockers inside schools can contain clothing and school bags, along
with other items like stationery, basic literature and sports equipment. A
Large locker is craftable through metalworking and will be unlocked at skill
level 9.

##### Metal locker

Metal lockers will regularly be found inside mechanic shops, tool sheds,
garages, warehouses and storerooms. Most metal lockers will contain various
tools and materials for metalworking, carpentry, electrical, farming and
fishing. Mechanic shops will differ in distribution, containing electronics,
mechanic, engineering and metalworking recipe magazines, mechanic tools and
radios. The metal locker takes up just a single tile and has a weight capacity
of 50.

##### Military locker

Heavy-duty military lockers are essentially a larger version of the small
locker, and can only be found in some military, gunstore, and military surplus
store locations. In Build 41.65, these large lockers have no collision and
cannot be interacted with, so their intended contents are unclear.

**Locker model variants** ![Chest.png](/w/images/b/b3/Chest.png)
_Small Chest_ | ![LockerSmall.png](/w/images/4/47/LockerSmall.png)
_Small Locker_ | ![LockerBlue.png](/w/images/5/59/LockerBlue.png)
_Blue Locker_ | ![LockerYellow.png](/w/images/a/a5/LockerYellow.png)
_Yellow Locker_ | ![WardrobeMetal.png](/w/images/0/0f/WardrobeMetal.png)
_Metal Locker_ | ![Military locker.png](/w/images/e/e8/Military_locker.png)
_Military Locker_
---|---|---|---|---|---

* * *

### Crates

    _See more:Crates_

Crates are box type containers that can contain a large variety of items.
They're usually found in storage spaces, making the contents vary depending on
the building type. For example, a convenience store will have literature,
chips and lighters, while a grocer will have varying types of food. Most
crates can be found inside warehouses which will have many useful tools and
materials, like sacks, charcoal, metal sheets, seeds, wire and many more.
Storage units contain much of the same as warehouses, however more household
and less construction focused.

##### Wooden Crate

Wooden crates have a weight capacity of 50 and can be stacked up to 3 high, or
more with a high roof or outside, making them the second highest storage space
possible on a single tile. They can be built once reaching level 3 carpentry
and will vary in design depending on the carpentry level. They will frequently
be found inside warehouses, while also appearing in storage rooms, tool sheds
and storage cupboards.

##### Cardboard box

Cardboard boxes can be found in both large and small variants. The large has a
weight capacity of 25, while the small only has 10. The cardboard box can be
picked up without requiring any skill level, therefore has a 0% chance of
breaking, making it a useful transportable storage item for early on.

##### Metal Crate

A metal crate will not appear in the game world naturally, requiring it to be
built by the player. Building a metal crate requires a metalworking level of 4
and will have encumbrance capacity of 80. It can be stacked up to 3 times,
like the wooden crate.

##### Military crate

Heavy-duty military crates can be found in military areas (such as the
quarantine checkpoint on the road leading to Louisville) and in surplus/gun
stores. There are two types, a greenish-grey color, and an army green color.
There is no functional difference between the two types besides their
appearance. They have a capacity of 50 (65 with organized) and can stack like
other crates. They can be picked up and moved with a hammer.

##### Basket

**Crate model variants** ![Basket.png](/w/images/e/e4/Basket.png)
_Vegetable Basket_ | ![BoxSmall.png](/w/images/7/7d/BoxSmall.png)
_Cardboard Box_ | ![BoxBig.png](/w/images/2/2a/BoxBig.png)
_Cardboard Box_ | ![Wooden Crate.png](/w/images/0/00/Wooden_Crate.png)
_Wooden Crate_ | ![MetalCrate.png](/w/images/5/53/MetalCrate.png)
_Metal Crate_ | ![Military crate.png](/w/images/e/e6/Military_crate.png)
_Military Crate_
---|---|---|---|---|---

* * *

### Displays

    _See more:Displays_

Displays are very similar to shelves and counters, in that the contents vary
depending on the store they're located in. The key difference is the container
name they're recognized as in the code. For example, a clothing store has both
a `shelves` container and a `clothingrack` container, each with a differing
item distribution. Furthermore, a cafe has both a `counter` and a
`displaycase`. These displays can come in the form of a glass cabinet/counter,
rack, stand, or shelf. The contents of the containers will be relevant to the
type of store they're found in. There is a known bug/inaccuracy with the glass
display case in which guns will only visually appear in the case when placed
within gun stores, despite the contents. The default visual for the glass
display is jewelry.

The following is a list of stores that they can be found in.

  * Grocer
  * Gun Store
  * Bakery
  * Cafe

|

  * Pizza Restaurant
  * Gift Store
  * Candy Store
  * Department Store

|

  * Ice Cream Store
  * Butcher
  * Clothes Store
  * Sports Store

---|---|---
**Display Container model variants**
![GunDisplay.gif](/w/images/3/31/GunDisplay.gif)
_Gun Display Case_ | ![GroceryDisplay.gif](/w/images/a/ac/GroceryDisplay.gif)
_Grocery Display Counter_ | ![BreadDisplay.gif](/w/images/3/3f/BreadDisplay.gif)
_Trapezoid Shop Shelves_ | ![CakesDisplay.gif](/w/images/7/70/CakesDisplay.gif)
_Rounded Glass Display Counter_ | ![ClothingRack.gif](/w/images/2/2f/ClothingRack.gif)
_Large Clothes Rack_
---|---|---|---|---

* * *

### Bins

    _See more:Bins_

Bins can be found both indoors and outdoors, containing various kinds of
garbage. The most notable item is the garbage bag, which are frequently found
inside bins. Other garbage items can include empty bottles, stationery items,
tissues, cigarettes and more. Bins that are found inside bathrooms will often
contain items that will usually be found inside a counter or medicine cabinet,
however this may be a bug.

**Bin model variants** ![Bin3.png](/w/images/4/4b/Bin3.png)
_Round Bin_ | ![Bin1.png](/w/images/7/7e/Bin1.png)
_Recycle Bin_ | ![GreenBin.gif](/w/images/6/62/GreenBin.gif)
_Green Bin_ | ![WheelieBin.png](/w/images/9/94/WheelieBin.png)
_Wheelie Bin_ | ![Bin2.png](/w/images/8/8b/Bin2.png)
_Grey Garbage Bin_ | ![Bin4.png](/w/images/5/55/Bin4.png)
_Garbage Bin_ | ![Dumpster.png](/w/images/3/37/Dumpster.png)
_Blue Dumpster_
---|---|---|---|---|---|---

### Mail boxes

Mail boxes can be found in 2 variants, either the public or private mail box.
The private mail box is the most common, and can be found at the end of most
household driveways, while the public is much less common, usually being found
in commercial areas. The weight capacity for mail boxes is limited, with a
capacity of 5 for private mail boxes and **unknown** for public. Mail boxes
are recognised as one of the best places to search for recipe magazines as
they are incredibly common within residential areas. Furthermore, the contents
have a 30% chance of being a recipe magazine, and a 70% chance of being either
a newspaper or magazine. A post office can be found to have lock boxes inside,
however these do not have an inventory.

**Mail Box model variants**
![MailBoxLetter.png](/w/images/5/5e/MailBoxLetter.png)
_Mail Box_ | ![MailBoxPost.png](/w/images/4/40/MailBoxPost.png)
_Public Mail Box_
---|---

### Vending machines

Vending machines come in 2 variants, chips and pop, with each having a weight
capacity of 20. They are usually found in commercial areas, outside some
restaurants and hotels/motels. Each variant will only contain its dedicated
item type, either chips, or pop cans and orange soda. It should be noted that
vending machines differ from the fridge, as they do not reduce the rate of
spoilage, nor require electricity, and are just a simple container.

**Display Container model variants** ![Vending Machine
Pop.png](/w/images/2/2e/Vending_Machine_Pop.png)
_Pop Vending Machine_ | ![Vending Machine Crisps.png](/w/images/c/c2/Vending_Machine_Crisps.png)
_Chips Vending Machine_
---|---

### Composter

The composter spawns in parts of Louisville’s suburban area or can be crafted
through carpentry. Rotten food can be placed into the composter which will
generate compost over time. Once the level of compost reaches 10% full or
more, a sack can be used to remove it, producing a compost bag. Compost is
used as a fertilizer in farming, to increase the growth rate of crops. A
composter has a weight capacity of 50, and although its primary use is for
rotten food, it can be used to store any type of item.

**Composter model** ![CompostBin.gif](/w/images/f/f8/CompostBin.gif)
_Composter_
---

### Stashes

Stashes are hidden containers left by other survivors in order to keep their
valuable items safe that can be part of the metagame. The player may stumble
upon a stash by accident, or be lead to one by following an annotated map.
There are three different types of stash containers that the player can
discover. A stash can be hidden under the floorboards inside a house, which
can be discovered by hearing a _creaking_ sound when walking over a particular
floorboards tile. To access the stash, simply stand on or near the creaky
floorboards, the stash will then appear in the container window as a _shelf_
icon. A stash may also be hidden inside a dufflebag or under a sheet (sheet
model currently replaced by a crate). There are 3 different loot types that
can be found inside a stash: shotgun, pistol and tool. The shotgun stash can
contain a shotgun, shotgun shells and a box of shotgun shells. Similarly, the
pistol stash can contain a pistol, 9mm rounds and a box of 9mm bullets. The
tool stash can contain a hammer, axe, saw, tarp, plank, rope, nails, box of
nails, duct tape, glue, adhesive tape or wood glue. (However, there is also a
chance that the floorboard stash will contain jewelry instead of the
aforementioned items).

**Stash model variants**
 _Note that the models for the dufflebag stash has been replaced by aduffel
bag and the sheet stash has been replaced by a wooden crate for the time
being._ ![Stash Floor.gif](/w/images/thumb/5/5a/Stash_Floor.gif/120px-
Stash_Floor.gif)
_Floorboards Stash_ | ![DufflebagStash.gif](/w/images/e/e8/DufflebagStash.gif)
_Dufflebag Stash_ | ![SheetStash.gif](/w/images/a/ad/SheetStash.gif)
_Sheet Stash_
---|---|---

### Plants

There are various naturally spawning plant containers that can be found.

##### Log stack

A log stack will only ever contain logs, with a different container for each
tile the stack covers. The size of the log stack can vary between a large
multiple tiles long and the smaller 2 tiles wide variant. The smaller log
stack can be found beside some shacks and hunting cabins, while they can both
be found in lumber yards. As a log stack has an inventory, this saves the
player from having to chop down trees, therefore saving tool durability.

##### Berry bush

Berry bushes can randomly grow along with other plants caused by the game
erosion. It is unknown whether these bushes have a dedicated sprite or not and
there have been reports of these bushes being invisible, however this may have
been patched. There are 5 variants of berry bushes that can be found;
blackberry bushes, blueberry bushes, _fruitbushc_ , containing generic berry
1, _fruitbushd_ , containing generic berry 2 and 5, and _fruitbushe_ , which
has generic berry 3 and 4. Contents of berry bushes do not age, causing the
player to never find rotten berries on a bush. Once berries have been removed
from the bush, the berry bush will then despawn.

##### Corn plant

Wild corn plants can be found on some abandoned farm fields. Unlike the berry
bushes, the contents will spoil at the usual rate. It is unknown whether these
plants spawn randomly like berry bushes, or once the contents are removed, if
the plant despawns or not.

**Plant Container model variants**
 _Note wild corn has been removed due to its abundance and lack of storedcorn
spoiling._ ![LogsSmall.png](/w/images/e/e9/LogsSmall.png)
_Log Stack_ | ![WildCorn.png](/w/images/3/36/WildCorn.png)
_Wild Corn_
---|---

### Corpses

Corpses can spawn naturally during world generation as killed survivors, or be
the result of the player killing a zombie. Dead survivors can be found in a
random location, houses (both boarded up and not) and very rarely in the trunk
of vehicles. A dead survivor may be found with both empty and full bleach
bottles, weapons and ammo. All corpses can be found with maps, certain medical
supplies, pistols, walkie talkies and bags, among other items. Male corpses
can also be found with items that would typically fit into a _male_ role, such
as a wallet, baseball bat and man wedding ring, while a female may be found
with a purse, doll, and woman wedding ring. Corpses can be burned with
gasoline or on a campfire, or they can be buried in a grave.

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Base ID
---|---|---|---
![Container DeadPerson Male.png](/w/images/5/55/Container_DeadPerson_Male.png) | Corpse | 20  | Base.CorpseMale
![Container DeadPerson Female.png](/w/images/8/80/Container_DeadPerson_Female.png) | Corpse | 20  | Base.CorpseFemale
**Corpse model variants** ![Project Zomboid Female Zombie Corpse
Transparency.png](/w/images/thumb/5/57/Project_Zomboid_Female_Zombie_Corpse_Transparency.png/100px-
Project_Zomboid_Female_Zombie_Corpse_Transparency.png)
_Female Zombie Corpse_ | ![Corpse1.png](/w/images/thumb/2/23/Corpse1.png/100px-Corpse1.png)
_Female Corpse_ | ![Corpse Zombie1.png](/w/images/thumb/e/eb/Corpse_Zombie1.png/100px-Corpse_Zombie1.png)
_Male Zombie Corpse_ | ![Male Corpse.png](/w/images/thumb/9/9c/Male_Corpse.png/100px-Male_Corpse.png)
_Male Corpse_
---|---|---|---

## See also

  * Carpentry
  * Metalworking
  * Vehicles
  * Bags
  * Cooking

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads-up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Containers


Player

![Player](/w/images/d/d5/Player_Character.png)

_Customized player character._

General

Sex

Male or female (player's choice)

Occupation

Player's choice, see occupation

Traits

Player's choice, see traits

Location

Muldraugh
Riverside
Rosewood
West Point

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the playable character and is not applicable to the story. For the currently removed main protagonist, seeBob Smith. For general survivors, see survivor._

The **player** , also referred to as the **survivor** , is a character that
can be controlled in Project Zomboid, and refers to both singleplayer and
multiplayer.

## Character creation

To play Project Zomboid, a character needs to be created. The character
creation screen will allow the player to give the character a name, choose an
occupation, as well as select certain traits (both positive and negative) for
the character.

Regardless of the mode chosen, whether it be a Custom Sandbox or Challenge, a
character must first be created or a preset can be loaded if it was previously
saved.

### Traits

![](/w/images/thumb/4/49/Traits_and_Occupations.jpeg/300px-
Traits_and_Occupations.jpeg)

Traits Screen. Explanation of numbers to the left.

    _Main article:Traits_

When creating a character, the player will first be greeted by this screen:

  1. Different occupations, all of which having different benefits.
  2. These are the positive traits, which require a certain number of points to take.
  3. These are the negative traits, which gives the player more points.
  4. These are the traits the player currently have selected.
  5. These are the skills, with each dash representing one level of that skill.

### Character builder

![](/w/images/thumb/6/61/Character_builder_physical.jpg/300px-
Character_builder_physical.jpg)

Character creation explanation of numbers to the left.

After clicking the next button on the character builder, the player will be
sent to this screen:

  1. Character’s appearance.
  2. First and last name.
  3. Sex (male or female).
  4. Random (randomizes all options).
  5. Clothing (choose initial outfit from a variety of colors and garment options – other clothing can be acquired during gameplay).
  6. Skin color and body hair options.
  7. Hair style and color (plus facial hair style, if character is male).

Clicking "Next" will begin the game.

## Movement

    _Main article:Controls_

The players movement is controlled with `W``A``S``D` keys. The default
movement speed is walking, which makes relatively little noise. Pressing `C`
will toggle sneak mode, which further reduces noise and chance of being
spotted. By holding the `LSHIFT` key, the player will jog while crouched or
upright, making more noise than walking. The player can also sprint by holding
`LALT`, creating a lot of noise and increasing the chance of being spotted,
while also rapidly exhausting the player.

The player can interact with the environment by pressing `E` to open doors and
windows, or holding `E` to climb over obstacles such as windows and fences
(includes tall fences). Climbing through windows without a floor on the other
side will result in the player falling, and causing damage dependent on the
distance fallen. This can potentially break a leg or foot bone, becoming
injured and in pain, severely reducing movement speed, taking a long time to
heal. This can be mitigated by attaching a sheet rope to climb in and out of
buildings through windows.

Using Sneak Mode will gain experience (XP) for the nimble and sneaking skills.
The sneaking skill determines how well the character avoids detection. The
player character also gains XP in nimble by climbing fences and moving through
windows undetected. Light-footed is leveled by moving at any speed while being
undetected, and reduces the amount of noise made by the player when moving.

## Combat

The player can attack while unarmed or with an equipped weapon. To attack
accurately, the player can aim by holding `CTRL` or `RMB`, entering "combat
mode", which changes the cursor to the "iso-cursor". Clicking `LMB` will cause
the player to attack. If unarmed, the player will perform a shove, knocking
zombies back, which can also be performed with `SPACE` while a weapon is
equipped. A shove does no damage but can knock zombies over, allowing the
player to stomp the zombie's head. There are 9 types of weapons, each has its
own pros and cons, these types include: short blade, long blade, short blunt,
long blunt, spear, heavy, firearm, throwable or trap.

### Ground-targets

The iso-cursor may help determine character facing when targeting enemies. The
player will always prioritise targeting a standing enemy, over a knocked down
or crawling one, therefore making crawlers very dangerous.

A ground-target can be a zombie that has been knocked down or a crawler. For a
bonus to damage, position your character to be standing near the zombie's
head, as opposed to the hitbox on their legs or torso, before attacking.
Damage done by stomping on a zombie is determined by the shoes worn, with bare
feet doing minimal damage (and dealing negligible damage to the character
itself). However, barefoot stomping is still viable, considering the damage
multiplier to the head.

Note that it has been believed that the iso-cursor may be used for targeting
grounded enemy hitboxes. As of current build 41 this has proven to be FALSE.
This may change in the future, as the devs have stated the iso-cursor used for
aiming is intended in their vision. See notes at the bottom of the page for
information.

## Player stats

    _Main article:Moodles_

There are various player stats that need to be managed in order to survive.
These stats are not represented as a meter, as they usually are in other
games, but instead as a moodlet, which displays the player's current status.
Player stats include:

  * **Hunger:** Affects the player's strength and healing rate. Will begin to lose health if left hungry. Restored by consuming food and some drinks.
  * **Thirst:** Reduces player's carrying capacity when thirsty, and eventually death. Restored by consuming drinks or some foods.
  * **Fatigue:** Reduces stamina regeneration when tired. Restored by sleeping or consuming vitamins.
  * **Endurance:** Reduces strength and movement speed. Slowly restored by reducing the amount of physical activity performed, or quickly by sitting on ground or resting on furniture.
  * **Drunkenness:** Increases rate of tiredness and decreases weapon accuracy. Will often move separately to controls. Drunkenness lowers over time and is reduced quickly with rest and sleep.
  * **Pain:** Reduces speed and weapon accuracy. Restored by healing wounds or consuming painkillers, the player is unable to sleep when over minor pain.
  * **Panic:** Decreased spatial awareness and accuracy. Restored by changing environmental factors, such as hearing or seeing zombies, sleeping, consuming beta blockers or alcohol. Chance of being panicked reduces daily, until becoming desensitized after surviving for 150 days.
  * **Stress:** Reduces damage and accuracy, and increases rate of unhappiness. Restored by smoking, reading particular literature, or fixing the cause, whether it be sickness, zombies or bloody while hemophobic.
  * **Boredom:** Increases rate of unhappiness. Restored by reading particular literature, consuming particular foods/drinks, killing zombies, being active outdoors, watching television or listening to music.
  * **Temperature:** Core body temperature needs to be maintained at around 37 °C. Being too hot increases rate of thirst and reduces spatial awareness. Being too cold reduces speed, spatial awareness and eventually health, and increases the chance of catching a cold. Temperature can be managed with clothing, wetness or environmental temperature (weather, heat source or Vehicle AC/heater).
  * **Sickness:** Caused by food sickness or zombie infection. Reduces strength, increases core body temperature, and begins to lose health. Restored by staying well-fed, sleeping or consuming lemon grass. Zombification cannot be cured, the effects can only be slowed until death.
  * **Wetness:** Decreases core body temperature and insulation effect from clothing. Restored by drying self with a dish towel or bath towel.
  * **Unhappiness:** Increases time to complete most actions. Restored by reading particular literature, consuming particular foods/drinks or antidepressants.

## Character panel

### Info

This is the panel where character model is shown and can be rotated. Also an
occupation icon and various stats are shown there.

#### Weight

    _Main article:Nutrition_

Weight is a player statistic presented on the Info panel, which can be toggled
with `J` by default. During character creation, the player can choose between
one of four traits which will determine their starting weight; if none are
chosen, they will begin with the default weight of 80. Over time the player's
weight may begin to vary from its starting value, in which depends on the
nutritional value of the food they have been consuming. As the player's weight
fluctuates, their traits will also change depending on their current weight.
The game recognises that there are actually five different traits relating to
weight, rather than just the four which can be picked up during character
creation, whereas the default/normal weight is considered the absence of a
trait.

The different effects caused on the player, along with their weight ranges can
be seen in the table below.

Name  | Weight range
---|---
![Obese](/w/images/f/ff/Trait_obese.png) Obese | 100 or more
![Overweight](/w/images/2/2c/Trait_overweight.png) Overweight | 85 - 100
Normal | 75 - 85
![Underweight](/w/images/3/36/Trait_underweight.png) Underweight | 65 - 75
![Very Underweight](/w/images/8/8b/Trait_very_underweight.png) Very Underweight | 50 - 65
![Emaciated](/w/images/f/fa/Trait_emaciated.png) Emaciated | 50 or less
![Degeneration](/w/images/thumb/3/39/Moodle_Icon_Injured.png/26px-
Moodle_Icon_Injured.png) Degeneration
(Damage) | 35

_Note that the emaciated trait and degeneration currently only exists in the
game mechanics and therefore have no visual representation in-game._

#### Traits

This window shows the current traits a character has.

#### Hair/Beard

    _Main article:Appearance_

![](/w/images/thumb/f/f9/PZ_Player_Info.png/200px-PZ_Player_Info.png)

The in-game info tab with appearance editing options.

Allows the player to change the look, for some hair styles Scissors, Razor or
Hair Gel are required. Beard options are only available for male characters.

#### Training Materials

Opens window that shows all read skill books, recipe magazines, watched home
VHSes, CDs listened to, and regular VHSes.

#### Favourite Weapon/Zombies Killed/Survived For

  * _Favourite Weapon_ shows player's favorite weapon, that includes Bare Hands, but doesn't show vehicles nor fire.
  * _Zombies Killed_ – doesn't count kills done by a vehicle, fire or zombie falling. Damage done doesn't count, only the final hit.
  * _Survived For_ – only shown when Digital Watch or Alarm Clock are in the inventory.

### Skills

    _Main article:Skills_

![](/w/images/thumb/4/45/PZ_Skills.png/200px-PZ_Skills.png)

A shot of the skills panel.

As the player improve their skills in the game (carpentry, sprinting, etc),
their skills will level up.

Gold squares are already obtained skills. Skill names that have arrows beside
the name indicate that there is a multiplier applied for the XP the player
earns in that skill. The player earns this multiplier by reading skill books.

#### Fitness

    _Main article:Skills_

Fitness increases a multitude of player abilities. It reduces endurance loss,
increases endurance recovery, increases movement and attack speeds, reduces
damage from long falls, increases chance to push a zombie off when attacked
and reduces stagger and trip chance when a zombie lunges after falling over a
window or fence.

Fitness can be leveled by sprinting, doing exercises and using melee attacks
while the player is not overexerted.

### Strength

    _Main article:Skills_

Strength determines the player's carry weight, as well as certain other
factors, such as opening locked windows and melee or shove knockback. It
increases melee weapon’s damage by 5%, and a flat 0.2 damage from stomping
downed zombies. It also increases shove/push knockdown chance.

This can be leveled up mainly by doing strength exercises, carrying more than
50% of the carry capacity, and running. Strength experience is also granted
when hitting zombies or trees with melee attacks.

### Health

    _Main article:Health_

A characters' health is displayed in the health window, which can be toggled
by clicking the heart icon on the top-left of the screen or pressing `H`. Once
the player's health drops below 80%, an injured moodle will be displayed on
the top-right of the screen.

The player can recover from minor injuries without requiring any further
attention. These injuries may be shown on the health window as "pain". The
speed of recovery can be affected by the player's stats, as displayed by a
moodle. Being well-fed will speed up recovery whereas being hungry or catching
a cold can make it slower. Other moodles, such as being sick or hungry, can
reverse the process - further damaging the character.

Any wound that breaks the skin will cause bleeding, which will need to be
bandaged with either a bandage, adhesive bandage, ripped sheet, denim strips
or leather strips. Applying a clean bandage and keeping clothing clean reduce
the chance of infection. Disinfecting a wound and then applying a sterilized
bandage or sterilized rag further reduces the chance of infection, and can
even cure the infection.

However, the bandage will become dirty over time, which will not only negate
the previous bonuses against infection but will even increase the chance of
infection if left unchanged. This requires removing the bandage and replacing
it with a clean one. The type and severity of the wound will determine the
rate of a bandage getting dirty.

#### Exercise

    _Main article:Exercise_

This button allows player to perform various exercises to increase their
strength or fitness. Some might require barbell or dumbbell.

### Protection

![](/w/images/thumb/e/ef/Protection_Panel.png/200px-Protection_Panel.png)

The in-game protection panel of a player wearing firefighter clothes.

Wearing clothes provides protection to the player against scratches, bites,
and bullets. Different clothing provide different amounts of protection from
each source. The protection tab panel shows the player the protection
percentage of each body part. The Firefighter Jacket and Firefighter Pants
provide the highest amount of scratch and bite protection for the areas they
cover. The Tailoring skill can be used to increase the protection and
insulation of some clothing.

At 100% protection, the clothing will always protect the player from the first
attack in that region, making a hole in the attacked clothing.

### Temperature

![](/w/images/thumb/e/e5/Temperature_Panel.png/200px-Temperature_Panel.png)

The in-game temperature tab.

The temperature panel shows the player the current temperature for different
regions of the body between blue for cold and red for hot. It also shows the
ranges of the players core temperature, and the players body heat generation.
The player can increase their body temperature by wearing appropriate clothes
with high insulation, or reduce the temperature by wearing less clothing. The
player can see their insulation levels by clicking the insulation tab in the
temperature menu.

The temperature menu also has an advanced option which allows the user to
check their blood vessels, shivering/perspiration, body wetness, clothing
wetness, and wind resistance. The wetness of a players body and/or clothes can
effect their temperature, especially in the cold. The player can use this
panel to regulate their characters body heat to prevent issues caused by
extreme temperatures.

## Sleep

    _Main article:Sleep_

Sleep management is a vital part of the gameplay mechanics. The player will
get tired every day, and the level of tiredness affects the player's spatial
awareness, greatly increasing the chance of being caught out by zombies. The
player must choose where and when to go to sleep. Sleeping will gradually
remove the tired moodle, and can take between 6-8 hours of regular sleep,
provided the player is not woken by a nightmare or nearby sounds. Sleeping can
be done anywhere, such as the ground, a bed, chair or vehicle, each of which
with a bed quality. A low bed quality can reduce the rate of tiredness and
result in gaining damage.

In multiplayer, sleep can be enabled or disabled by the server owner. If
sleeping has been disabled, the player does not need to sleep, and when a bed
or other piece of furniture is clicked, the message "Not tired enough to
sleep." will appear even if the player has taken sleeping tablets.

## Inventory management

    _Main article:Inventory_

![](/w/images/thumb/d/db/Inventory.png/400px-Inventory.png)

Example inventory of Malony Jenkins.

Managing the inventory is an essential factor in survival. Through it, the
player can acquire various resources and tools that can be used or stored for
future use. The inventory area also functions as a crafting panel using the
context or crafting menus. The context menu is accessed by right-clicking on
the object desired to modify, while the crafting menu is accessed using the
`B` key. Here, the player can view all the recipes available to their
character, according to their skill level and known recipes.

In the clothes panel, it is possible to see the items the player is currently
wearing, this is used to keep the player's body temperature at the proper
level. Short clothes allow the character to cool off, and warm clothes keep
the character warm and protected from the cold.

The Heavy Load appears when the total inventory weight value exceeds the
player's weight limit - the value of which is defined by the player's strength
level - drastically reducing his speed. This can be avoided with the use of
baggage. Baggage (such as a plastic bag or a backpack) is an object that can
be carried in the hands or back and allows the storage of items from the
player's inventory, reducing their weight. In addition to baggage, objects can
also be stored in containers such as cabinets, drawers, shelves, etc. Vehicles
can also be used to store objects and transport them to another place without
overburdening the player.

## See also

  * Survivor
  * Animal
  * NPC
  * Metagame
  * Weapons
  * Traits
  * Skills
  * Occupation
  * Health

## External links

  * Character planner
  * This Is Not A Headshot In Project Zomboid by Retanaru. Explanation and demonstration on ground-targeting zombies.
  * Explaining The Janky Aiming In Project Zomboid by Retanaru. Expanded explanation on targeting in melee combat.

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads-up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Player